The first thing on the beginning of the match, will be either a lazer ro your face or a charging up gyro or charging up and throw it immediately. It's usually the 2nd or 3rd option. The most problematic matchup is approaching here. If Rob or you approach, you'll eat unnesscary %.
If he throws the gyro, obviously take it because it'll cut his projectile game in half, and giving yours a temporily boost. And for your stupidity, do not throw it as soon as you get it. Make openings with fireballs, and learn how to glide toss with the gyro. Gliding toss luigi gives sexy results, he slides far and can lead to possible shoryukens, upsmashs and other stuff.
If you have to approach without the gyro and if he has it in his possession, just simply throw fireballs, SH aerials or empty SHs, or Z-catch it (I'm pretty sure luigi can Z-catch a item as well with no lag what so ever, get at me this later tho). Gyro's can be easily caught, but of course watch out for Rob's glide toss as it leads to things like Fsmashs. So again, just go with fireballs, well spaced Bairs and suprising tornados as it will wreck their spotdodge game. Rob's ftilt is the most problematic one since its what I believe disjointed, his best ground game spacer, and outranges everything luigi has on the ground and possible on the air. Tornado approach clank with his ftilt. Rob's won't keep ftilt forever though. Remember creativity will help you work inside Rob's range. Once your inside you'll rack up damage very quick.
Rob's approach option's actually suck. The only reliable approach option is either Fair or well placed Nair. You can shield his double Fair if he does it or do a upsmash OOS. Just make sure you watch out if he has a gyro. In general, both luigi and rob just have about near the same approach options.
I'll discuss offstage since it's abit easier to summarize. Few thing's though. Force rob to use fuel. If he recovers high, juggle trap, follow DI, airchase him down/use rising tornado if it's safe. What I find helpful is Bair stage spikes completely wreck him. Places like BF and final destination prove useful here. Your Bair is about equal or near outrange his Fair (I'm not completely sure but I know Mario's Bair trades off hits with his FAir so I'm assuming luigi's will be the same as well.) if he's at a correct distance he'll have a lazer and a gyro so becareful of that. WAlls of pain actually work here if you do manage to get him far if he doesn't DI properly. Fireballs partially help here too. Sometimes tornado gimps/stage spikes also hurt him. Just be aggressive offstage just don't get below him or else you'll get spiked.
As for luigi getting hit offstage it's abit trouble some too. Gyros/Lazers mess up your wreck recovery. He has a DAir spikes, and his other petty aerials. He can stage spike you too. The first thing you'll want to see is what he'll do and his habits. If he likes to shoot gyros/lazers, airdodge it that's if espically your very high offstage. Mix up on aiming for the sweetspot edge with your green missle, and slightly on the stage because he can dair spike you. If they actually go offstage, 50% of the time you'll land a tornado gimp on the way back depending on how reckless or open they are. Rob has slightly the advantage (IMO) when luigi's offstage compared to vice versa.
Now for the onstage stuff. Quick few tidbits. Rob's are known for spotdodging to dsmashs. This however can be avoided. You won't eat the full damage of a dsmash if you DI up (hold the C-stick and control stick up). Here's the vid on DI incase you need help
http://www.youtube.com/watch?v=5hQIy...e=channel_page (it's 2:02 for DIing out of the dsmash). I'm pretty sure you can DI out of his upair as well too.
oh and the dsmash is quick as a spotdodge, so you can spotdodge it too.
Once your inside his range. Luigi can take over this matchup. All your regular combos should work and getting him in the air is a no problem. His best GTFO moves are spotdodge+dsmash, Fsmash for the kills, Dtilts for the trips and that's about it. Jab Dthrows, follow DI/bait airdodge works wonders. If he decides to use a aerial, most likely it'll be a Nair which has start up lag so you can shield that. Dair Nair still works wonder just becareful in getting shield grabbed. Spaced bairs work. You must note that Rob's blind spots are from below and slightly behind him. These are spots where luigi highly excels. Upair strings to Nairs rack up damage very quickly. Utilt juggles to around a decent 30%.
Rob has ftilt range, But rob can't do much when luigi's inside him. But when rob spaces he'll ****. Shoryuken's kill rob at 53% no DI, a non angled Fsmash kills rob at 101% no di, up angled fsmash kills at 85%, 123% kills with Nair,reverse upsmash kills at 110%. I'm pretty lazy to find out rob's killing power and options and I can't find rob's frame data to see if luigi's jab and his nair comes out faster than his spotdodge and dsmash but its w/e.
I find this match up around 55:45 in luigi's favor or at best 60:40 for luigi. Rob rules the ground game and slightly offstage, and luigi for his kill options/power (still needs to be finalized between rob and luigi but i think its luigis favor), fast racking up damage game, and air game.