THE_MAAFIA
Smash Ace
His projectile is great for spacing and starting an unsuspecting combo, I can vs you online to give you a bit of insight on what luigi can do if you wantS. Top Tier :
amazing priority, combos, spacing, aerial game, gimp capability and recovery. Minor flaws: his projectile and his fair aren't that good (but at least they serve some niche purpose in his gameplay) and despite being lightweight, he's comboable.
A1. High Tier (Upper Half):
Great characters. Both are stage bullies with outstanding spacing, priority and combos. Kirby has a "bad" pika matchup and falcon has poor options while recovering, that's why they are lower than pika. On a sidenote, both characters are imho easier to pick up.
A2. High Tier (Lower Half):
Great characters that have complex/hard-to-master mechanics. Fox also suffers DL-Only metagame more than other high tiers because of his bad recovery and space-ish-heavy (oh God is that even a word?) gameplay: however, contrarily to Link, he can adapt to some extent and play aggressively with comboes and gimps. Yoshi lacks a good grab, requires superior input accuracy and therefore one mistake can cost you huge %'s against other top tiers: on the upside, his damage output and pressure are just so good.
B. Mid Tier:
They are decent. Mario is an overall balanced character and jiggz has some flaws (approaching in certain matchups, mainly) but her incredible comboing and good recovery make up for that. However, if you pick every single aspect of those two characters' gameplay, there is at least one high tier that does that thing better than them.
C1. Low Tier (Upper Half):
DK has epic low-% kills on heavyweight characters with bad recoveries (fox, link, falcon, ness, and himself) and one of the best grabs in the game (which is such an important factor in ssb64) but he's often outspaced and suffers combos worse than the rest of the cast because of his huge hurtbox and fast-but-not-too-fast-falling. Samus has pretty decent aerial game and recovery (that's why she performs better against high tiers compared to link, ness and luigi) but her inability to combo and to grab forces her to stay on her toes all the game in order to apply pressure. Overall, i don't think those two characters are bad, but their options on each aspect of the game are limited (e.g. samus spacing bair 90% of the time), making them kind of One-Trick-Ponies.
C2. Low Tier (Lower Half):
D. Bottom Tier:Those characters have a versatile movesets and good pressure/combo options if they get an opener. Both also possess very high priority on their aerials and tilts. However, they are both hard to master and lack of decent options for recovering offstage. This basically means that they are very likey to lose a stock whenever thrown offstage. Link is somewhat slow and hasn't got a reliable grab: and while yoshi proves that you can be a rushdown character without a grab, this isn't clearly the case with Link. He is a projectile-heavy character with bad recovery, and he would love more options for when the opponent is being *in-his-face* (other than shdair or backwards-shfair or utilt). Ness also has the worst range in the game which makes it difficult for him to approach most characters and combo them.
Luigi's upsides are a pretty good recovery (maybe top3 in the game), floatyness which prevents him to get comboed too hard, and good juggling-combo ability. Other than that, i think he has got very little to stand his ground. Notably, he has the worst short-hop in the game, worst projectile in the game, worst overall moveset-priority in the game, worst dash attack in the game and really bad speed. This results on him not being able to constantly land openers on many higher tied characters and having to wait for them to make a mistake: i can't honestly think of a matchup where Weegee has the upper hand maybe except a bit on Puff. On a sidenote for starters, his main advanced combo tool (sh-rising aerial-fastfall-aerial-zcancel) is pretty hard to learn, at least it was for me.
tl;dr: >>>>>>>>>>