BluEG
Smash Journeyman
- Joined
- Mar 25, 2012
- Messages
- 287
As my hiking trip winds down into its final weeks, I'd like to divulge some thoughts that I've had out here.
There is way too much time to think tbh. Maybe this is stuff I think I should be doing more myself but I think it expands out to the general Luigi population.
1. Shryuken (Up-B)
This is Luigi's ultimate punish killing as early as 60-80% on many characters. Furthermore, as the general population becomes more adept at DI, our typical finishers (Chop, Dair) become less effective as the result is that we just put our opponent in a poor position that we must leverage (and have the opportunity for error) where-as a well-timed shryuken can just take a stock.
Up-B is a pillar of Eddie Mexico's and Vudujin's play style and (Eddie especially) they have demonstrated time and time again that it is an efficient way to grind stocks.
Where do we go from here?
Identify situations where you are choosing a suboptimal option. This means shield-grabbing when you could of Up-B out of shield. This means Down-smashing when you could have Dash -> Up-B on a tech chase. This means regrabbing a fox during a chain grab when you could have done an Up-B (this situation happens more often than you think). Identify the situations and train yourself to use the optimal punish instead.
Identify when Up-B is guaranteed. Best example of this I can think of is when Marth whiffs a Fsmash into your shield. WD OOS -> Up-B is typically doable at almost any %. Another example is when Sheik recovers.
Identify situations that you can use it as an aerial combo-finisher. Soft Nair -> Double Jump -> Up-B is the real deal on floaties and even Spacies at high % on certain stages (Yoshi's comes to mind). Using it in the air is far more unintuitive than on the ground and (although it's weaker) has a lot of room for exploration.
2. Less Wavedashing
Everytime we wavedash we commit ourselves. We lose options that we would have otherwise had if we were standing still. Most Luigi play looks like we've got a serious case of ADHD, wavedashing around willynilly. We need to stop, think, and Wavedash with purpose. If you are not moving yourself to a better position or approaching intelligently, you SHOULD NOT be wavedashing. No more wavedashing because 'there isn't anything else to do'. More often than not, holding your ground should be the priority. Hold your ground and watch your opponent and the moment to wavedash (and when not to) will be that much more apparent.
3. Adjusting Wavedash Length
We have this in our arsenal. Most of the time we do the same wavedash each and every time, but in reality we should learn to use each length properly. This is a relic of learning how to perfect wavedash, and a matter of habit and muscle memory. Using a variety of wavedash lengths creates unpredictable movement and keeps our opponents off kilter.
4. Pivot Ftilt
Seriously the (theoretical) best thing ever. One of us needs to figure out how to do it consistently.
5. Wavedash -> Dash -> JC Up-Smash
The amount of distance on this technique is absurd. It's powerful and has a low-ceiling of % to take a stock from floaties. Luigi also slides a bit while performing the upsmash, extending the distance reached slightly. It's fast, extremely useful, and pretty easy to perform and rely on.
6. Misfire Combos
There are some situations that a soft Side-B can be worked into a combo. If the Side-B ends up being a misfire, we get a free kill. I think there's a lot of room to explore in this regard. By that I mean finding ways to work the Luigi Missile into our game with low risk and having a misfire end up being an incidental reward every once in a while.
7. Downthrow Techchasing
Watching DruggedFox and Plup at the majors this Summer has me convinced. Luigi can orchestrate similar situations where we repeatedly downthrow fast fallers and tech chase on reaction. I'm not sure if it's doable yet, but it's the first thing I'm going to be exploring when I get home.
8. Fundamentals
Full-hopping instead of a wavedash or rolling instead of a WD OOS is detrimental. Practice fundamental skills and the fancy stuff will come with it. No excuse to lose a stock because of a full hop. These errors need to be ironed out and if they still occur, practice practice practice!!
Any thoughts? Cheers.
↑
I wanted to add some thoughts
Overall I think every Luigi player needs to be much more patient. Consistently, I see Luigi players (myself included) overextend and do something unsafe or give up stage control when just maintaining their position was a much better option. Offstage is really bad for Luigi, we can cover very limited options with our slow air speed and trades are not in our favor here. Keeping stage and edge control in many offstage scenarios is the ideal way to play. I think Luigi should take ledge almost 100% of the time as the invincible ledgedash or aerial is the best option unless they can go high (fox, peach).
The neutral game is where Luigi's tend to overextend and make mistakes the most. We really should abuse our insane movement and play very defensively to frustrate opponents or make them complacent then quickly react and punish as much and as hard as we can. We should not approach very often, unless we can punish something unsafe but we should know the best approaches. Theoretically the best options for approaching out of a wavedash are to pivot Dsmash, Usmash or ftilt at max range, wavedash through a shield and attack (jab - grab, or crossup Usmash can send you even further away) or to dash dance or empty pivot and threaten space near the opponent. We should not be moving into an opponent and risking shield grabs or other oos punishes. I know I approach extremely poorly a lot of the time just because I can move so fast and I've seen top players like Abate and Eddy do the same when fishing for really unsafe moves. I also think that challenging most opponent's in the air above you by full jumping is a lot riskier for Luigi then other characters as it can put him in a really bad position, generally I would only full jump for a punish or to waveland onto a platform. USmash would be a better choice overall if it is timed correctly as it has a large hitbox with invincibility on the head.
I agree strongly with your point about using Up B. I think it's good to know some good setups for it as well. At certain percents you can combo the aerial up B with drop cancel nair, if they don't DI perfectly, which is hard for a DC nair. Another strong setup for it is to force a tech chase on a platform as it can really limit their options. Weak nair can combo at high percents into it as well on most characters depending on DI. You can land it on spacies after utilt depending on DI again.
There is way too much time to think tbh. Maybe this is stuff I think I should be doing more myself but I think it expands out to the general Luigi population.
1. Shryuken (Up-B)
This is Luigi's ultimate punish killing as early as 60-80% on many characters. Furthermore, as the general population becomes more adept at DI, our typical finishers (Chop, Dair) become less effective as the result is that we just put our opponent in a poor position that we must leverage (and have the opportunity for error) where-as a well-timed shryuken can just take a stock.
Up-B is a pillar of Eddie Mexico's and Vudujin's play style and (Eddie especially) they have demonstrated time and time again that it is an efficient way to grind stocks.
Where do we go from here?
Identify situations where you are choosing a suboptimal option. This means shield-grabbing when you could of Up-B out of shield. This means Down-smashing when you could have Dash -> Up-B on a tech chase. This means regrabbing a fox during a chain grab when you could have done an Up-B (this situation happens more often than you think). Identify the situations and train yourself to use the optimal punish instead.
Identify when Up-B is guaranteed. Best example of this I can think of is when Marth whiffs a Fsmash into your shield. WD OOS -> Up-B is typically doable at almost any %. Another example is when Sheik recovers.
Identify situations that you can use it as an aerial combo-finisher. Soft Nair -> Double Jump -> Up-B is the real deal on floaties and even Spacies at high % on certain stages (Yoshi's comes to mind). Using it in the air is far more unintuitive than on the ground and (although it's weaker) has a lot of room for exploration.
2. Less Wavedashing
Everytime we wavedash we commit ourselves. We lose options that we would have otherwise had if we were standing still. Most Luigi play looks like we've got a serious case of ADHD, wavedashing around willynilly. We need to stop, think, and Wavedash with purpose. If you are not moving yourself to a better position or approaching intelligently, you SHOULD NOT be wavedashing. No more wavedashing because 'there isn't anything else to do'. More often than not, holding your ground should be the priority. Hold your ground and watch your opponent and the moment to wavedash (and when not to) will be that much more apparent.
3. Adjusting Wavedash Length
We have this in our arsenal. Most of the time we do the same wavedash each and every time, but in reality we should learn to use each length properly. This is a relic of learning how to perfect wavedash, and a matter of habit and muscle memory. Using a variety of wavedash lengths creates unpredictable movement and keeps our opponents off kilter.
4. Pivot Ftilt
Seriously the (theoretical) best thing ever. One of us needs to figure out how to do it consistently.
5. Wavedash -> Dash -> JC Up-Smash
The amount of distance on this technique is absurd. It's powerful and has a low-ceiling of % to take a stock from floaties. Luigi also slides a bit while performing the upsmash, extending the distance reached slightly. It's fast, extremely useful, and pretty easy to perform and rely on.
6. Misfire Combos
There are some situations that a soft Side-B can be worked into a combo. If the Side-B ends up being a misfire, we get a free kill. I think there's a lot of room to explore in this regard. By that I mean finding ways to work the Luigi Missile into our game with low risk and having a misfire end up being an incidental reward every once in a while.
7. Downthrow Techchasing
Watching DruggedFox and Plup at the majors this Summer has me convinced. Luigi can orchestrate similar situations where we repeatedly downthrow fast fallers and tech chase on reaction. I'm not sure if it's doable yet, but it's the first thing I'm going to be exploring when I get home.
8. Fundamentals
Full-hopping instead of a wavedash or rolling instead of a WD OOS is detrimental. Practice fundamental skills and the fancy stuff will come with it. No excuse to lose a stock because of a full hop. These errors need to be ironed out and if they still occur, practice practice practice!!
Any thoughts? Cheers.
↑
I wanted to add some thoughts
Overall I think every Luigi player needs to be much more patient. Consistently, I see Luigi players (myself included) overextend and do something unsafe or give up stage control when just maintaining their position was a much better option. Offstage is really bad for Luigi, we can cover very limited options with our slow air speed and trades are not in our favor here. Keeping stage and edge control in many offstage scenarios is the ideal way to play. I think Luigi should take ledge almost 100% of the time as the invincible ledgedash or aerial is the best option unless they can go high (fox, peach).
The neutral game is where Luigi's tend to overextend and make mistakes the most. We really should abuse our insane movement and play very defensively to frustrate opponents or make them complacent then quickly react and punish as much and as hard as we can. We should not approach very often, unless we can punish something unsafe but we should know the best approaches. Theoretically the best options for approaching out of a wavedash are to pivot Dsmash, Usmash or ftilt at max range, wavedash through a shield and attack (jab - grab, or crossup Usmash can send you even further away) or to dash dance or empty pivot and threaten space near the opponent. We should not be moving into an opponent and risking shield grabs or other oos punishes. I know I approach extremely poorly a lot of the time just because I can move so fast and I've seen top players like Abate and Eddy do the same when fishing for really unsafe moves. I also think that challenging most opponent's in the air above you by full jumping is a lot riskier for Luigi then other characters as it can put him in a really bad position, generally I would only full jump for a punish or to waveland onto a platform. USmash would be a better choice overall if it is timed correctly as it has a large hitbox with invincibility on the head.
I agree strongly with your point about using Up B. I think it's good to know some good setups for it as well. At certain percents you can combo the aerial up B with drop cancel nair, if they don't DI perfectly, which is hard for a DC nair. Another strong setup for it is to force a tech chase on a platform as it can really limit their options. Weak nair can combo at high percents into it as well on most characters depending on DI. You can land it on spacies after utilt depending on DI again.
Last edited: