is
+2 vs
(non-customs)
+1 vs
0 vs
(ayyy)
0 vs
-1 vs
(customs)
-2 vs
Can't gauge because inexperience/changes to the character:
General explanations (brief, since I'm doing it for everyone lol):
+2: We either get literally so much reward for getting in on these guys that we can't lose, or we can beat them in trades/footsies wars because their range is comparable (Jiggs lol). They have to play unsafe against a safe playstyle Luigi, which is exactly what Luigi wants. Special note for Mewtwo, who is combo food AND gets killed off the top easy.
Combo-food, no easy way to break the combos, overall poor recovery, and is one of the few that are forced to recover high, unsafely, after a trump because of the threat of the taunt-trump kill.
Fast-falling, large target that has to approach due to fireball reflecting his projectile. Slow startup on aerials means that Luigi can just chill and play by reaction and win. That, and D3 has no way to get out of Grab 50/50s AND no real way to deal with Jab 50/50s.
Not hard to keep him in disadvantage. Patient play leads to him getting a lot of damage rather quickly. That, and he's susceptible to D-throw > Fair > Fair > Regrab > D-Throw > Fair > 50/50s even with DI.
She dies at 70 from D-Throw to FJP and is one of the easier characters to get that on. Even if we can't combo her from a throw, she has no way to deal with U-Air besides giving us stage control.
Take Jig's issues, but put in on a character we can combo. At least he has better advantage and 50/50s then Jiggs.
(non-customs) Slow everything, save Bair. Can just play on reaction and win without issue. Special note to her having to get in range of Nair to get anything off of Jab/Throws.
She is easily combo'd and has no way to deal with Luigi getting in or keeping him out. At least we can't just sit back and PS Dins all day. Still, with her Teleport being as susceptible to the 1 frame thing as Shiek, we shouldn't lose this one often.
+1: Luigi has tools to deal with all the characters here, or really, really hurt them when he gets in. Like half of the D-Throw > Upair and Nair combo starters are here. 10 of these guys are here because of how easy they are to gimp.
Fireball doesn't make him flinch and he hits like a truck, but he is susceptible to all the same combos most other heavies are. Exceptionally easy to 50/50 and Throw > FJP kill.
Has tools to keep Luigi out, and a lot of safely in his moves since they push Luigi back, but what else does he have? Fireballs force an approach and Down-B gimps are especially effective because they don't give back the up-B iirc. That, and some of his combos simply don't work.
Fast and has decent range, plus Dair is killer and forces either a high recovery or a super low one. Our saving grace is that Nair beats everything and he can get a regrabbed twice at low percents, then 50/50'd.
A worse Mario. He gets more per hit, but it's harder for him to get the hit in. OOS Up-B helps Doc, but that isn't saving him if he gets grabbed > down-B'd or gimped out of it, both of which are exceptionally easy.
Loses to patient play from Luigi. Some of his combos can be broken with Nair and he is susceptible to the low percent Fair > Uair regrab. Fire Balls force an edge-level recovery, or lower, and he's not coming back from a Down-B gimp. That said, he does rather well once he's actually in.
Nair breaks the jab shenanigans, meaning that Fox will have to predict the Nair and Shield it. It can be done after each individual jab. Fox also doesn't have a strong way to get an edge guard if Luigi goes low, meaning that fox can't use that weakness against us well. Good luck landing against a fox, though.
Super light and unsafe. Bucket forces us to either approach or give him a stack to get a punish. He edge-guards well, but gets combo'd and dies super early.
Low range and low damage early. Is easily combo'd and 50/50'd to around 80%. After that, he can be killed off of a grab with FJP or with Down-B a bit later. Starts going against Luigi at 130ish because of Aura and rage. Most of his kill things are slow, though. At least most of his stuff is safe on Luigi's shield.
Nair breaks later grab combos and you don't have to really respect his PKT2 recovery, since Bair doesn't trade with it. We can sit just outside his committed Fair range and be safe against anything but a grab, but feinting jump-ins allows this to be avoided on reaction, and punished since it takes a year to tell the snake to come back.
Back-Throw is a real issue, as is his grab game, but you can make Bair trade with Fair and gimping him is simple. A fireball alone can reduce his recovery range at no risk. Add in that, if Luigi gets a grab, he does more off of it and the fact that Ness isn't going to be killing purely on the ground often, save for B-Throw, and you've got a game of who gets more grabs. Since Luigi needs less...
Take a character that has a long startup on everything, to the point where you can PS on reaction, is combo'd easily, has a strict gimmick, and has a gimpable recovery that is unsafe no matter how you do it, and add in that he has good range and KO power, and you have a +1.
0: Classic evenish machups here. Each has tools to deal with Luigi or zone him out, has as much reward as Luigi does in proportion to effort to get in, or allows them to break Luigi's combos. That said, Luigi does have things he can do against some of the people here. Not going to go into these, since I think most of them are considered evenish by most people already.
-1: Characters that have exceptional speed and zoning capabilities that make life hard for Luigi.
If he maintains neutral or any form of control, it's hard for Luigi to contest without some sort of trick. If we get him off stage, then ya. He dies. The problem is getting him there. And, if we get a throw? Due to the damage decrease from FAir, Nair breaks the combos sometimes.
Every single thing sends Luigi to the other side of the stage. Having to wait for the other guy to make a mistake is a very bad scenario for anyone. That, and Nair breaks the 50/50 reset combos from throw, meaning you only get the safe, consistent stuff when you do get in.
With the fireball change, that sweetspot area for fireball > option is now much more solidly within ROB's sweetspot range of doom. Get ready to powershield some auto-canceled Nairs, lasers, and Gyros.
Good kill setups and an exceptional keep-away game. Laming out Luigi as Tink isn't hard. Retreading projectiles are safe, even on PS, because of OOS nair and retreating side-b and Zair.
Forces an approach, and has a lot of options to stop an approach from Luigi, especially with customs.
Very fast and has great reward off of everything. Luigi should find it hard to land and, due to the fast and volatile nature of his recovery, hard to gimp. Up-Smash is legit for stopping even aerial pokes as well. With the Neut B buff, he forces Luigi to approach without too much issue. Gimping Luigi with him isn't too hard, either.
Range, generally fast startup on the moves that matter, and projectiles forcing an approach, make this one hard. His Nair breaks 50/50 grabs as well. At least we can get a double grab and gimp him without issue, but getting to either of those points is going to be an up hill battle.
Unlike Lucina, he gets a lot more out of zoning and from his Jab 1 against Luigi. Counter against Luigi's Side-B is always a nice addition as well. Nair sucks kinda bad for Luigi, too, since it covers so much range and is better now. Luigi has to wait for a mistake between fireballs, and that's never a good place to be in.
(customs) Unlike non-customs, she can get in quickly and her Down-B Throw > Nair > Uair shenanigans work really well here. Combine that with Super speed getting her in Luigi's face often, and her improved recovery options, and you've got a more up-hill battle overall for the entire set. At least she still has quite a few problems that she has in non-customs. They're just way lesser.
Pacman makes Luigi play cautiously. Up-B easily stuffs any pressure Luigi makes (breaks the jab 50/50) and his fruits are exceptional at gimping Luigi. It's an up-hill battle trying to get in due to getting Faired on approach, naired while doing some work (breaks the throw 50/50s), and the exceptional safety Pac has on Luigi's shield. At least Luigi easily wins the grab game overall.
Wario has an answer for everything Luigi has. Bite beats Nair and covers a lot of Luigi's ledge options. Bike forces an approach and Fair beats Luigi's RAR Bair and Fair. Fart beats 50/50s without issue and clap makes it very hard for Luigi to land. The saving grace is, if Luigi get's match control, he does a lot of damage and Wario isn't the hardest to gimp. That said, a single bite returns it all to neutral, which is a place Luigi doesn't want to be.
-2: AKA the reason I had to pick up a secondary.
Safe, little bullets prevent most aerial and ground approaches. You have to play extremely patiently to get in. And, when you do, you get a double regrab, but, after that? Any mistake returns everything to neutral. Basically, Megaman stuffs everything Luigi has and can play on reaction without issue. Combine this with making it exceptionally difficult for Luigi to land and you've got the first -2. Luigi can't even Down-B from throw for a kill until late because of MM's combo of weight and fall speed.
The queen of the keep out game. Jab from Luma, when spaced, makes it either extremely unsafe, or extremely hard, for Luigi to get in. Her Dair, though not the strongest, covers so much range that you're going to get hit out of Up-B with it. The biggest up hill battle for Luigi in the game. Luma even breaks grab combos if they aren't done the "get in, hit them, get out" way. Too bad "getting out" is a bad concession in this one. It'd be -3 if it weren't for the fact that she's a big, floaty, light piece of paper and that Throw > Down-B isn't broken by Luma and Luigi's Smash attacks are exceptionally fast and good at killing Luma.
A Samus that plays super-defensively and reactionary can, almost trivially, keep Luigi out. F-Tilt needs to be PS'd, along with all the missiles and charged shots, to get hits in. Good luck with the grab combos, since Screw attack stuffs most of them after hit 1 or 2. Samus can make this a game of pokes against a character that is disadvantaged in the air-poke game. Even playing patiently and taking what you can get, this one is a tough one for Luigi that only gets tougher the better both players are.
Sheik is... Well, Sheik. She doesn't have to kill Luigi in this one, because she can just Fair until he's off stage, then react to Luigi's option choice and send him back out. That said, Fair is safe on Luigi's shield and Luigi has a hard time reacting to it. That, and she's harder to re-grab then most, with Nair even faltering sometimes. That's, of course, assuming she lets you get the grab in the first place. She might have that 1 frame vulnerability on Up-B, but getting her off stage is a chore.