Luigi
has always been considered to be one of Diddy Kong's harder matchups. He can
combo Diddy for high damage, he can gimp us with cyclone easily, and his low
traction makes it difficult to follow up on banana trips. If you go into a
match against Luigi without the proper knowledge, he will take your stocks in
the blink of an eye. However, if you are well versed in the matchup, I believe
that Diddy actually has an advantage against Luigi.
Neutral
The
key to fighting Luigi in the neutral is to wall him out so that he can't find
any opportunities to land a grab. Diddy is a fast faller, which means that
Luigi can get upwards of 70% from each throw combo. You really need to play it
slow and carefully in the beginning of the match. Placing a banana on the
ground in front of you is a great way to prevent him from closing in on you; he
will need to either jump over the banana or pick it up and throw it before he
can grab you.
Holding
onto banana isn't very useful against Luigi. Even when you do get a trip, he
will often slide out of range of a follow up due to his low traction. Holding
onto the banana yourself limits your options on the ground, so you would be
better off placing the banana down to block his grounded approaches. While it
is possible for him to dash attack at you to pick up the banana, this is a very
laggy and punishable option that doesn’t give him much damage if it does work.
Another reason to not hold banana is that Luigi’s jab is very good at catching
the banana. If you throw the banana straight at him, he can catch it and throw
it back at you. Of course, you can bait this option, but in general throwing
bananas straight at Luigi will be less effective than most other matchups. The
exception to this rule is that throwing a banana at Luigi from behind in
general will be safer because he won’t be able to catch and throw it back so
easily.
If
Luigi is sitting back shooting fireballs, don’t rush in at him blindly. Be
patient and wait for him, he will eventually have to do something and commit to
an approach. Fireballs are easy to perfect shield, so practice the timing on
that in training mode. Don’t feel forced to sit in shield when he starts
throwing fireballs, that is what he wants you to do. Fireballs are used as a
tool to condition you to shield so that he can find grabs to start big combos.
Falling
aerials and empty hops are going to be a big part of how you should play the
neutral. By combining empty hops and falling aerials, you can bait him to
approach and punish anything that he does. From an empty short hop, many things
that Luigis will do are punishable on reaction. Whiffed grabs, rolls, and
fireballs are all really easy to hit with falling fair or bair. During your
empty hops, they will be looking to punish you with RAR bair or up smash, but
because of how slow Luigi is on the ground and in the air, this shouldn't be a
threat if you are spacing yourself properly.
Outside
of that, his most viable approach is a simple roll forward which you are
punishing with aerials. Jumping over Luigi and coming at him with a back air
from behind is another great way to put safe pressure on him. His out of shield
options don't cover his back very well, so if you space a back air on his
shield, the worst that he can hit you with is just a jab.
When
He Has Banana
When
Luigi takes your banana, don't panic. He is looking for you to do an unsafe
move so that he can follow up a banana trip with a Shoryuken. In this
situation, you can prevent this by using safe back airs. Back air is great at
dealing with his banana toss because it is quick, has a good range for catching
the banana, and the hitbox is big making it easy to kick the banana out of
existence. If you hit his shield with a falling bair at the right timing, you
will be able to power shield his attempted banana toss out of shield. Don’t let
him catch your landing though: if he throws the banana before you start the
bair in such a way that you land on top of it, he can get the trip and follow
up.
Advantage
Luigi's
biggest flaw in this matchup is that his disadvantaged state is atrocious. Once
you learn to keep him at a disadvantage, the matchup becomes infinitely easier.
Diddy Kong does a great job at keeping Luigi at disadvantage with his quick
speed on the ground, fast aerials, and by using the banana to cut off options.
Combos
When
comboing Luigi, you must always be aware of his neutral air. It comes out on
frame 3, has a long duration, and is great for breaking him out of untrue
combos. At low percents, around 0%-20%, your best combo is forward throw into
forward air. This does the most damage, and either puts him closer to the ledge
or offstage, both of which are bad situations for him. At around 20%, back air
will start to have enough hit stun so that you can combo up throw into two back
airs without giving him an opportunity to nair out. After that you'll want to
do basic up throw combos until about 80% or so. Luigis can DI your up throw
upwards to give themselves the most possible time to sneak in a neutral air to
hit you out of your follow up and potentially kill you off the top. Be absolutely
sure that you are able to hit him before the nair before committing to your follow
up. When in doubt, just throw him offstage. You will often end up getting more
damage like this anyways because it will lead into a ledge trapping situation.
Whenever
you find a stray fair against him, you can string it for a few more in a row.
His fair is slower and much smaller than ours, so if he ever ends up in the air
facing towards you, then fairing him is almost completely free. I often find
myself stringing 3 or more fairs in a row, which results in him being put off
stage or onto the ledge. Hit him in the air once, then you can just spam him
with fairs.
Down
tilt into down smash is very strong against Luigi. The angle that down smash
sends him at makes it difficult for him to recover, and will force him to go to
the ledge. The more often you can put him on the ledge the better. Diddy wins
this matchup by repeatedly pushing Luigi to the ledge and cutting off all of
his options to get back.
Juggling
Despite
having a good nair to break out of combos, if you position yourself correctly
it is actually really easy to juggle Luigi. He has one of the slowest air
speeds in the game, and he doesn't have many good moves to help him land. His
aerials are all very punishable, and his down b has a ton of end lag making it
a risky way to land if there is no banana to cancel on. When catching his
landings, you want to space yourself outside of the range of his aerials so
that you can come in from the side with a forward air. Then it just becomes a
game of baiting out one of his three landing options and punishing in the air
with fair or on the ground with down tilts or a grab to reset the juggle or put
him offstage.
Edge
guarding
Luigi
has a pretty linear recovery that is easy to intercept when you know what to look
for. When offstage, he has just a few different options to help him get back -
double jump, side b, and cyclone.
Cyclone
recovery
One
thing that is very important to note is that mashing to get a rise on the
cyclone is very hard, and that some Luigi mains physically cannot get a rise
without using their double jump. You will want to pay attention in a match if
your opponent is capable of getting the full rise or not. If you see that they
can't do it, it becomes significantly easier to get a successful edge guard
because his options become even more limited.
Cyclone
has a ton of end lag on it, so Luigis will usually use the cyclone from a
position that you can't hit them from. In that case, just stay up on stage and
set up your ledge trapping. You don't want to go offstage too deep to hit a
cyclone because if you get caught in it, you can die at 0%. In general, I
recommend setting up the ledge trap instead of going offstage if Luigi still
has a double jump, but if you hit him offstage without one that is a good
opportunity to try to go deeper and take the stock.
Missile/Misfire
Most
Luigis will side b to cover horizontal distance to get back to stage,
especially if they do not have a double jump. Luigi missile is very laggy at
the end, and you can just hit it with a back air or down air to secure kills.
However, you must be careful going offstage to punish this in case he gets a
misfire, which has a 1/10 chance. Misfires (and Luigi missile in general) will
move Luigi along a mostly horizontal path, so if you stay either below or above
that line, you will be safe from being hit. Then you can either double jump up
to, or fall down to where he is and back air just like punishing a regular
missile.
Ledge
Trapping
Luigi's
options from the ledge are very limited. The most common way for a Luigi to get
up from the ledge is with a neutral get up into a jab, but by placing the
banana down right at the ledge you can completely eliminate that option. With
the banana on the ledge, Luigi's options are now limited to roll, jump, or drop
from the ledge and double jump to stage. All of these leave him in a bad
position. Roll is slow and reactable, jump puts him in the air where you can
chase him with an aerial and hit him back off stage, and dropping off and
double jumping puts him at risk of being hit offstage without his double jump.
Every time you hit Luigi from reading his ledge get ups, you simply force him
back into the position he started at: on the ledge. Ledge trapping Luigi is
such an important part of playing the matchup well, so let's take a closer look
at how to punish all of his remaining options.
Jump
Cover
the jump from the ledge by placing a fair right above the ledge. Fair is active
for 11 frames, so timing it is fairly easy. You can also use back air, as that
is very spammable and will help you cover his other options as well.
Roll
Luigi's
ledge roll does not cover much distance, which makes it pretty simple to follow
and punish. With a bit of practice, you can easily react to Luigi's ledge roll
and get an up smash, grab, or down tilt combo. If you spam back airs at the
ledge, if you see Luigi starting a roll you can usually just drift with him and
back air the end of his roll or grab him as you land.
Drop
off aerial
Luigis
will commonly drop from the ledge then use their double jump into a fair to
pick up the banana and potentially hit you back in the process. This option is
risky though. With a hard read you can down smash at the ledge right as he
double jumps. The angle this will send him at puts him in a terrible position
offstage, and because he already used his double jump this will lead directly
to a kill or an edge guard situation. A strong mix up that Luigi can do is to
down b after his double jump to land on the banana, cancelling it and making
him slide off the stage laglessly where he can regrab the ledge with renewed
invulnerability. You should still be able to hit him as he’s coming over the
ledge though.
Disadvantage
Early Percent Grabs
When
you get grabbed at low percents, don’t panic air dodge or mash jump to get out.
Instead just take the damage and wait to use an escape until you know that you
can. If you end up burning your double jump mid combo or air dodge into the
ground, he will be able to extend the combo for even more damage. At 0%,
Luigi’s moves don’t have too much potential to link into large sums of damage,
so getting grabbed at 0% isn’t too bad. However, around 20% you get into a
range where he can follow up on throw combos with down airs which can result in
70%+, or potentially death. The Poke combo, which results in a KO from a grab
at low percents, works starting at 20% and goes until 22%. Note that in Smash 4
percent windows change significantly with rage, and that whenever I cite
percents I am assuming that there is no rage. With the right amounts of rage,
it is possible for Luigi to combo you high from 0%.
At
the low percents before down airs start comboing, you will want to DI his
throws away from him. If you DI in, he might be able to link down airs on you. When
you are in the mid percents, you can try to mix up your DI a little bit to mess
with his timing and spacing, but he generally will always have true combos.
Recovering
Possibly
Luigi's most feared move against Diddy is the cyclone. Good Luigis will be able
to mash the cyclone fast enough so that if they hit you, you will drop out of
the bottom without any vertical momentum. When this happens, you are dead if
you don't have your double jump because you will be too low to charge your
barrels enough. It is easy for Luigi to hover in one place with cyclone in such
a way that he can block off a recovery path of your barrels. Recovering
horizontally while Luigi is right at the ledge is not advised, as he will drop
down and spin you out to your death. Instead, you want to try to go around him.
Either go high above him, to a platform, or just recover to the ledge with
double jump and side b.
Avoiding
his KO options
Jab->Jab->Shoryuken
This
is a deadly move, but also a very avoidable one. Simply DI away and mash jump
and he will not be able to hit you with this. You can usually DI down and hold
shield which will let you power shield the Shoryuken, but I do not advise this
because if you accidently air dodge into the ground he will kill you.
Down Throw -> Fair -> Dair -> Cyclone
Luigi’s
throw combo into cyclone gimp is something that frustrates a lot of Diddy
mains, and I think this alone is why many people will say Luigi destroys Diddy.
When you keep calm and know your options to escape, it becomes a lot less
scary. The first thing to know is that if you DI away from Luigi, he can’t
sweet spot the down air until about 10%. After that is where you risk dying
each time from a grab at the ledge. Ideally you want to avoid this situation to
begin with, but if it does happen, you do have a few options. Most Luigis just go
for the cyclone right away, but those that are really good at the matchup will
try to read your reaction to the down air. If he reads any of your attempted
escapes, he can place an attack in a way that will still kill you.
You
can try to side b away from him, and even recover under the stage to grab the
opposite ledge. Sometimes jumping with an air dodge can get you through the
cyclone to the stage. If he goes for fairs, he is trying to take your double
jump, so you can either try to up air him out of it, or time your jump between
the fairs to go over him.
Staying
Alive at High Percents
Luigi’s
smash attacks all kill fairly early, but he doesn’t have any way to set them up
consistently. Once you get into kill percents, you should be able to completely
avoid them all by avoiding landing near him at all, and avoiding jumping near
him. When you get hit, abuse the speed of monkey flip to move away from Luigi
fast enough and reset to neutral. He is not fast enough to chase this in the
air or on the ground.
The
other popular way to get kills is by grabs with a down throw into down b combo,
or a down throw into reverse up air to back air. For the cyclone throw combos,
it is essentially a 50/50 that starts around 100% or so. If he reads you trying
to jump away, he can reach you with a cyclone and kill, but if he reads your
air dodge he can wait and back air or cyclone. It is important to know that in
order to reach you with cyclone, he needs to use his double jump. This makes it
riskier for him to go for catching your jump, and thus jumping is a slightly
safer option. The up air to back air is stronger and can kill you if you are at
the ledge as low as 80%, but DI can usually save you. DI away from Luigi for
the down throw, and he won’t be able to land the sweet spot bair unless the
percents and rage mixes just right.
Other
Stages
There
are only two stages that I dislike against Luigi, and those are Lylat Cruise
and Dreamland because it is harder to trap Luigi on the ledge there. Dreamland
has Wispy to push the banana off the stage, and the tilt on Lylat makes it
slightly harder to place the banana in the correct position. I would recommend
using your stage ban on one of those two, depending on personal preference.
Luigi is also very good on Town and City because he gets a lot of his kills
vertically, but I don't mind because Diddy does as well. For the first game, I
always strike Lylat and Town. My favorite stage to fight against Luigi on is
Final Destination because it does not give him any platforms to land on or to
recover to. If they ban FD, I usually counter pick to Smashville.
Common Mistakes
The
biggest mistake I see Diddy players make in the Luigi matchup is bad monkey
flips. Yes, you could say that about any matchup, but it is especially bad
against Luigi. Good Luigi players will be waiting for you to monkey flip at
them so that they can catch the end lag with a Shoryuken. When you are at kill
percents to Shoryuken, you must be sure that the spacing is right before monkey
flipping, or just don't monkey flip at all.
Rising
fair in neutral is a bad habit that Diddy mains of all levels tend to have in
many matchups. Against some tall characters it can be a good tool, but more
often than not it is extremely punishable and gives a small reward for
connecting. In the Luigi matchup, spamming rising fair will result in you
getting grabbed and taking upwards of 70%. Even if your fair connects you only
deal 8-10%. It isn’t worth it, you are better off sticking to landing aerials
in this matchup.
Another
big mistake is throwing banana at his shield and going for the down tilt mix
up. While this works well on many characters, you shouldn't use this mix up at
medium-high percents against Luigi. He can punish down tilt on shield with a
Shoryuken, so the risk isn't really worth the reward. In general, you do not
want to be hitting his shield with any down tilts. The exception to this rule
is that you can do it behind Luigi if you are spaced out properly, because he
has a much harder time hitting behind him out of shield.
Other Random Things to Know or Learn
- You can punish whiffed cyclone with an f smash
- Learn the spacing on plucking and throwing a banana straight to the ledge. This makes ledge trapping much easier.
- When he has to take a while to recover, throw the banana at the ledge straight up, or hold onto it for a bit, so that it isn't timing out while he recovers.
- When you don't have a banana at the ledge, he is very likely to neutral get up. You must have the timing down on grabbing this on reaction. If you mistime it, he will Shoryuken you and you will die.
- When you are ledge trapping him and have banana at the ledge, he can neutral get up onto it as a mix up, and if you aren’t ready for it you might not be fast enough to punish it. Just don’t forget that that is an option and you should be able to still hit him on reaction.
No comments:
Post a Comment