Hi Everybody,
I just want to get this discussion started because in my first couple of tournaments, I had no idea which stages I would counterpick to! No one else really knew what to ban either lol. So, I started thinking about what stages might benefit Luigi the most.
Now most of us had only so much time with Weegee in this game, but that doesn't mean we can't have the important discussion of stage choice. Personally, I think his neutral is actually pretty solid in this game. FAir got a hitbox buff and is a quick and safe aerial disrupter provided you weave in and out correctly. Fireball is a great option to have out most of the time, only being unsafe if the opponent gets in your face with shield. Finally tornado is a fantastic GTFO and disrupter move, clashing with most projectiles (and lots of normal attacks, resetting him to neutral.) I have noticed that it beats out quite a few options of other characters and sucks in semi-reliably for the full hit.
He also has pretty subpar recovery, and relies heavily on his "use-it-or-die" double jump. With this in mind, and that stage legality is still very much up in the air, I'd like to start discussing the stage I'm most interested in as a CP:
Thoughts? Let the discussion commence!
I just want to get this discussion started because in my first couple of tournaments, I had no idea which stages I would counterpick to! No one else really knew what to ban either lol. So, I started thinking about what stages might benefit Luigi the most.
Now most of us had only so much time with Weegee in this game, but that doesn't mean we can't have the important discussion of stage choice. Personally, I think his neutral is actually pretty solid in this game. FAir got a hitbox buff and is a quick and safe aerial disrupter provided you weave in and out correctly. Fireball is a great option to have out most of the time, only being unsafe if the opponent gets in your face with shield. Finally tornado is a fantastic GTFO and disrupter move, clashing with most projectiles (and lots of normal attacks, resetting him to neutral.) I have noticed that it beats out quite a few options of other characters and sucks in semi-reliably for the full hit.
He also has pretty subpar recovery, and relies heavily on his "use-it-or-die" double jump. With this in mind, and that stage legality is still very much up in the air, I'd like to start discussing the stage I'm most interested in as a CP:
Windy Hill Zone
This is a pretty sizeable stage, which means some people think it might only end up in doubles. But it also means that Luigi gets a lot of room to work with. The edgeguarding factor is largely removed with this stage, with a variety of options to get back on stage should you ever find yourself near the ledge. It also has a relatively low blast ceiling, allowing for easier DThrow > UpB kills, usmash kills, fsmash (upangle) kills, and cyclone kills. Platforms can get in the way of some Luigi combos, but there is a lot of space to work with here. The only possible down side is run-away, particularly near the left side of the stage. This might not be a problem in practice though.
Thoughts? Let the discussion commence!