This match is cool, not in our favor but still cool lol
In tourneys I usually pick Luigi vs Snake (or Kirby, the snakirby hat is godlike <3), it's very winnable thanks to CPs
Oh and DTP, good matchup threads are usually good because of organization and stuff ; it motivates people : see
fox board's format in example... omg a random idea just came up, I'll use their format for my post <3
we're here to learn and I'm unfortunately no exception, so feel free to correct everything I say, since I'll probably say a lot of stupid stuff :V
0) First thoughts
The usual strat vs Snake for everyone is "send him in the air and combo him", Luigi is no exception to this and have better tools to achieve it than most of the cast
He's an unkillable ****er tho.
1) What followups after a jab do we have ?
D-smash, D-tilt, F-tilt if close enough
jab 1 again or jab 2+3 if far away
+everything if he's stupid enough to DI up.
^just checked it in the sticky
That said, Jabs are hard to land on Snake because of his supergood tilt game, and his camping makes it hard to approach as well
Grabs are the most reliable followup imo, with dsmash for the kill and dtilt to set up stuff at 100%.
Grabs are even better considering Snake has a really hard time escaping dthrow followups without being damaged (thy fool, airdodging after being dthrowed, shall get shoryukenned)
2) Approaching
This is the funniest part, even if the hardest ._.
Snake's defensive game is really good because of shield dropped nades, the fact that he can pivot grab us out of everything except maybe the cyclone, and the fact that his tilts outrange our aerials (bair and nair vs utilt gets both of us damaged tho)
Aerial oos are usually a bad idea for the snake ; so landing behind him is often an okay solution ; just don't get predictable with it, as always
When he's pulling a nade and shields, the nade will be on the floor and will blow up if you aerial him ; but if he dropped it AND picked it up, it won't. This is a good situation ; because he will not be able to shieldgrab you. You may take 4% because tossing it oos is fast (3 frames for diddy, idk for snake), but it will not make you flinch so you can punish it with whatever (shoooryuuukeennn !!!). Just don't do it if the nade's cooked already, at best both of you will blow up and take 12%. You die early vs snake so you don't want that ; tornado trough or away, or shield. If he dropped it, you can tornado a small foot above the ground level and stall in that place; it will poke him trough his shield (snake's tall, his shield is a bubble ; do the maths lol), not detonate the nade, will not be shieldgrabable, and you may avoid the nade's explosion if placed perfectly.
Also, since vs Snake the stage is usually booming everywhere, you can shield the booms to slide toward snake in your shield. Whatever he does afterward will not stop you ; I've shoryukened a handful of snakes oos last week thanks to that, and if you jump oos afterward you get a huge aerial boost (if you think he's going to grab you). There are several tricks with this, test it and see what you can come up with, I found it out last Saturday so I'm no pro at it (yet ? ;D), it may have even more uses ._.
3) Defense & camping
Our defense sucks, why am I copying this one ? :V
4) Edge game
We both **** each other on the ledge, and can't really do anything to the other one offstage, which is weird lol. I usually try to keep my position and punish whatever he tries if ledgeguarding, and try to at least deal hits with him if ledgeguarded. Nair (even the sourspot) beats his usmash (both the mortar hit and the bomb it shots), and most if not all snakes will dacus to the ledge as soon as they ftilt you, so it's really one thing to know
5) The KO stuff
His ftilt will not kill us until 140-150% with decent DI because of Luigi's godlike momentum cancel <3, so most snakes will use the ftilt as a stalable punishing/zoning tool (which can still set us up for ledgeguards D=) and rely on their utilt for the kill which, while avoidable, isn't really punishable =/
It kills us between 90 and 110 depending on staleness, momentum cancels aren't as great for vertical hits =/
The unfun part is we get juggled pretty bad so setting it up isn't a problem for him
About KOing him, it's kinda hard too. On top of being hard to approach, he is SUUUPER heavy, almost unkillable to the sides. We can't rely on jab-shoryuken so unless we get/force a lucky opportunity our main killmove will be fsmash at 110-120, which gets predictable. He recovers high usually so there's little chance for us to edgeguard. We could go for the tornado star kill, but it's not likely to work. I have nothing really reliable for KOs, any tips ? =/
6)Stage stuff
My guess is Snake's strengths vs Luigi are camping and surviving, and his top weakness is his aerial game. With that in mind, I usually aim for an unleveled stage, which rewards the aerial game more and makes camping a bit harder to do flawlessly, killing 1 of the advantages he has on you and buffing an already existing weakness... Well, diminishing those advantages at least because Snake is still mister number two, so it's not like he's hopeless on any stage =/
Ban the opposite kind of stage ; Halberd and DF are top clients :V
Profit of the "can't pick a stage you already won on" rule to the max, you don't want to play twice on any neutral where snake owns everyone and their mom...
I don't understand ratios very well so I won't give out one
It is at least as hard as matchups that are labeled 40-60 sooo...
*This must be my longest post on swf this far... ****, fox boarders are madmen if they do this everytime ._.*