Game & WatchThe Game and Watch match up sucks. Of all the low/bottom tier characters, G&W is likely to give you the most trouble due to his mass amounts of disjointed hit boxes and his above average speed from wavedashing. He's the lightest character in the game, but Kirby can't really capitalize on this due to his lack of strong killing moves. His recovery is good and his sweet spot range is huge making him hard to properly edge guard(although this can be solved with proper stage selection, more on that later) His move set is really an "Anti-Kirby" move set as many of his attacks are killers to our poor little pink ball of awesome.
Game & Watch(like most other characters) has range on you, and this will make him difficult to approach. His Fair can out prioritize your Bair and Fair making it difficult to get in on him if he's just holding back and playing defensively. Likewise, his Dtilt makes him difficult to approach on the ground as your Ftilt and Dtilt wont be able to get in from in front of him and his Utilt makes trying to Dair him from above difficult. However, G&W is unapproachable, you just have to be smart about it. G&W's tilts are laggy and only his Fair and Dair can be L-Canceled and even then they are still pretty laggy. Your best bet will be to space yourself just outside of G&W's range and feint attacks. Wavedash in but keep yourself just out of range. From here you have either the choice of Ftilting if you assume your opponent will attempt to approach or go the safe route and just shield. This will keep you safe from an Fair or a Dtilt should your opponent attempt to attack you from the ground. This should also keep you safe should your opponent attempt to Dair you. From there you have a few choices. If your opponent whiffs a move(lolmindgamez'd) its time to get in there and Utilt. Should you opponent have chosen to attack without restraint your in position for a shield grab. Dthrow is always a good option and G&W's tech is definitely easy to chase but he's light as hell and he'll be able to get out of the hit stun quickly at moderately low damage, so feel free to use the Uthrow to keep yourself safe and deal one more point of damage. It should also be noted that if you shield an Fair or Dair that you should keep it held as Fairs are almost always followed up by Dtilts of jabs and Dair has a second hitbox when it lands(it may even be a good idea to roll your shield down so you don't get shield stabbed.
On the completely opposite side of the spectrum, if your playing a very aggressive G&W your going to actually have it a little easier. Play a little more of the "Run away" game and wait for an easily punishable attack like Dair or any of his non L-Cancelable attacks. A missed grab, even JC'd is also an easy punish. Utilts are always your friend but Fairs and Bairs are always good assuming your at low enough damages to follow them up or high enough damages to set up an edge guard. If you manage to get yourself grabbed DI up and away to avoid the Dthrow->Judgment Hammer combo or the Dthrow->Nair(Note: the Nair will be impossible to avoid at low damage, dont get grabbed :laugh
Also, feel free to throw out a Bair any time you feel G&W has left himself too open, if there's one thing G&W is bad at its defending. His shield barely covers his body at full size and his roll is horrid. The huge problem with offensive G&W is just how much better he is at it than you are. His attacks combo well into each other and are quite good at killing Kirby. His Dtilt has enough knockback to kill you off the top on alot of levels with low ceilings and his Ftilt(Sexchair) rapes your Up B. Even worse, his Nair parachute can kill you at really low damages as can his Fsmash and Usmash.
Edge guarding is your biggest asset in this match up as G&W's Up B recovery is a bit of a double edged sword. On the one hand it has tremendous range and he can easily recover from very low off screen. On top of that he has a huge sweet spot making it even easer for him to recover. On the other hand, his Up B is also sometimes TOO huge, making it hard or even impossible for him to sweet spot. This is where you can take advantage and give him an (un)healthy push with a toe Dsmash and send him flying. You can also abuse how terribly predictable his recovery will be, as G&W doesn't have alot of options when returning to the stage. If you believe G&W is just way too far to do anything but attempt for an Up B just hang on the ledge and force him to over shoot it. Worst case scenario, he's at low damage and you simply hit him with a bair as he goes by and he recovers again. Best case scenario, your up stock and he is forced to hit the ledge and give you a free swallowcide opportunity.
Obviously, all these ledge shenanigans tactics are completely stage dependent. G&W has an easy time recovering on FD and DL 64 and definitely FoD than he does on say, Jungle Japes or Yoshi Story. Your stage choice for this match should largely focus on screwing G&W at the ledge so levels like Yoshi Story, Jungle Japes and Mute City are your friends. You should also focus on levels with small blast boxes like Corneria and Green Greens to take advantage of the fact that for once your NOT the lightest one in battle. All in all this isn't a completely unwinable fight, its just highly unpleasent match to have to fight as G&W just does so well against Kirby.
Stage Bans: FoD, Dream Land 64
Stage Counterpicks: Jungle Japes, Yoshi Story(lol) Corneria
Stages to avoid: FD
Victory Percentage: 35/65(Game & Watch's Favor)
GannonIn my opinion, Ganon is much more difficult of a match up than Captain Falcon. He's heavier so he's harder to KO, his Down B is much better for recovery, he's stronger, and his reach on his Fair is absolutely retarded. If your going to win this match your going to have to play extremely smart and and extremely well.
Ganon's range makes him very difficult to approach and as such a defensive Ganon will make things very difficult for you. Shield camping is a bit of an option as even with L-Canceling, there is quite a bit of lag on Ganon's aerials. However a smart Ganon will just space auto canceled Bairs against you and eat away at your shield quickly. Your best bet is probably going to be playing a defensive style based around your crouch. A crouching Kirby is amazingly difficult for Ganon to hit, his Jab, Fsmash, Usmash, Uair, Wizard Foot(grounded), Warlock Punch(never used >.

and Ftilt(unless aimed down) cant hit you and many times his Dsmash will miss as well if your in the right position. This will mostly force him to approach with Fair, Dair or Bair(not likely as its hard for ganon to approach backwards) Fair will once again be your worst enemy, so you have to play smart. Attempt to keep yourself crouched until he attacks then Wavedash out of the crouch to avoid and punish the lag with a Bair->Utilt. Dair will destroy you as its knock back is absolutely disgusting, however if its shielded the lag is equally disgusting and its pretty easy to punish.
The main problem in this match up is the fact that you aren't allowed to get hit. Kirby doesn't last very long and you can easily find yourself dying at extremely low percents, especially on levels like Yoshi Story and FoD. Conversely, you need to do huge amounts of damage to Ganon and have some very aggressive edge/air guarding to get yourself a kill. On the plus side your generally faster than Ganon(although wave landing makes him quite quick) and your small size makes you a difficult target for him. Utilt is your best friend in this match up, it works amazingly on Ganon and can combo even at very high damages. Bair is also a good move at lower damages as combos into Utilt at lower damages. Fair and Dair are for when Ganon's on defense as the last hits on Dair can shield spike Ganon's exposed legs as can the fourth kick on Fair. Use Dair sparingly as it can be shield grabbed, but you can be a little more reckless with Fair as Ganon has a hard time grabbing Kirby if you Shffl perfectly and keep it well spaced. Edge guarding is going to be your main source of kills in this match as Ganon has an Up B that isn't actually an attack and is difficult to sweet spot with. Dsmash is the obvious best choice when edge guarding is it has decent knock back and a low trajectory. Dair is also an option, however if it gets meteor canceled your in for a thunder rape from Ganon and a possible stage spike at higher damages.
As for when Ganon's on the offensive and your at mid-high damage, all I can say is.......Don't get hit. Ganon's everything will kill you at low damages, and the stomp will ruin your recovery if you manage to survive as will a well placed reverse Uair. Just about anything Ganon has can kill you, and unless you're extremely careful, you will die very quickly. Ganon is a very straightforward character, he's less about huge combo's and more about insane power and range. Special note should be given to his grab game however as he can combo out of throws and chain throw you at lower damages.
Stage picks for this match are sort of difficult as anything that even slightly benefits you benefits Ganon more. Dreamland 64 is out due to the fact that Ganon doesn't die on that stage. Ever. Jungle Japes is out as the walls are too close for you to survive anything for very long and the side platforms work too well for Ganon. Well spaced Fairs from him will make him unapproachable on that stage. Kongo Jungle 64 is ok as you won't be getting Thunder Stomped off the top as much(but its still likely to happen) and theres no way for Ganon to avoid your edge guarding. Mute City is an interesting choice as once again you have easy edge guarding and for certain parts there are larger death boxes, but you'll have to deal with the few stops on the track with very low ceilings/close walls, and those are never good. Whats interesting is that outside of a select few stages that unbalance the fight horribly into Ganon's favor(Yoshi story, FoD, DL64) most stages don't actually change the match up. The fight itself stays almost exactly the same, only the percents YOU die at change.
Stage Bans: Yoshi Story, FoD
Counter Pick: Mute City, Kongo Jungle 64
Stages to avoid: Dream Land 64
Victory Percents: 25/75(Ganon's Favor)
Videos:
http://youtube.com/watch?v=8Ie_qqf7SqQhttp://youtube.com/watch?v=X8-i-1cAlF8JigglypuffIf there's one character that stands out as an oddity to fight, its Jigglypuff. Fighting a jigglypuff is never the same as fighting any other character because of her combination of being the floatiest character in the game as well as one of the lightest. There is no way to combo her effectively, she ruins what little grab game Kirby ever had and if your hit didn't kill her instantly, she's probably gonna be able to make it back to the stage. Jigglypuff is the high tier, sudo-clone of Kirby, everything you can do, she can do better(except recover with Up B >.

and outside of maybe the Kirby Vs. Kirby match up, this will be the least interesting to play(and watch)
Lets take a look at this match up side by side why don't we? Kirby's best approach is his Bair. Its got ok range, ok priority, okish damage, low lag. It can only combo fast fallers into Utilts. Jigglypuffs Bair has great range, huge priority, good damage, low lag, can be Short Hop Auto Canceled, its basically Kirby's Bair, just not bottom tier T-T Kirby's Fair is his other approach, its another low lag, not very good priority(especially on his first two kicks) it has rather poor knock back, lowish lag, CAN combo into tilts and grabs if your adept at utilizing the "forth kick", its an Ok attack. Jigglypuff: High priority, auto cancelable, good damage, good comboability(it can combo into itself, wall of pain FTL) once again, its what Kirby wishes he had. I would go through the rest, but I think you get the idea, Jiggs is a GOOD Kirby

BUT, moving on to the actual fight, we see that its not all bad. Jigglypuff actually has a bit of a hard time with Kirby and the Wall of Pain isn't AS effective against him as some other characters(still very effective however) Don't think that makes this an easy match however. The fact that Jigglypuff can't be overly offensive doesn't change the fact that she can easily just camp your ***. Spaced Bairs can easily keep you away and ruin just about anything you try and do, as can Spaced Fairs. Jiggs only really has to sit there and keep you at bay building up damage and then just follow up for the kill with either an edge-guard or a Smash. Your best bet for getting around this strategy is to.....use it yourself >_> Your Bair won't ever out prioritize hers, however it is entirely possible to simply better time your attacks between hers. While a match of nothing but camping doesn't SOUND fun(and it isn't, Brawl, im looking at you -.-) it is your best bet to get some good hits in, cus you won't be comboing her any time soon. Obviously, your going to want to KILL her at some point or another. Now here's the hard part, your "best" way of killing her will be off the top, taking advantage of the floaty/light combination, however you'll almost never find yourself in a situation where you can use it without Jiggs having used Rest. Unfortunately, Kirby does not fall into the list of "Easily rested characters" so its unlikely that a Jiggs player will attempt too many of them. As such, you become hugely reliant on your edge/air guard game, which, of course, is sub par compared to Jiggs'. However, you do have something she doesn't, a Dair that actually does something off stage. If you can get it, a Dair is you best bet for an off stage kill as Jigg's Vertical recovery isn't as good as her horizontal(still amazing though, expect more than one Dair to be necessary)
The grab game works a little differently here, as the Dthrow should be avoided at all costs in this match. You can't do anything out of it and Jiggs can easily punish you for using it. Your best bet is almost always going to be Uthrow as it does the most damage and doesn't leave you particularly open. Fthrow needs to be avoided at all costs as you are extremely open if Jiggs breaks free, enough so to get rested. Bthrow isn't as bad, but its not particularly useful so don't bother unless your setting up for something. Jigg's grab game against you is a little more dangerous as a Bthrow sets you up for her amazing edge guarding abilities and her Dthrow may be used to set up a platform tech, by which i mean, you land on a platform, you tech, you get rested. Yes it happens, yes, you need to avoid it as much as possible. Fthrow and Uthrow aren't as prominent as they would be in other battles as they don't really set you up for anything.
Im going to talk about Jiggs' rest separately as it is the one thing that makes Jiggs an annoyance to play against. It doesn't matter how huge your lead is, a few well timed rests and the game is over for you. Luckily you won't find yourself in alot of the same rest combo's as say, Fox or Falco, but it IS possible with Utilt->Rest and Tech Chase Rests(and to a much less likely extent, Dair->rest and Nair->rest) Of course you want to avoid this as much as possible but if you DO get hit and you don't think you can survive, always, ALWAYS DI downwards and try to die off the side. A death off the top gives Jiggs enough time to wake up, a death off the side gives you enough time to get a hit in. As for punishing a rest/missed rest, your best bet is going to be a full charged Usmash. Make sure to stay as close as possible as the hit box is retarded and try and get as much of a charge off as possible.
Stage selection for this match is retarded because there's no stage that gives you an immediate advantage over Jiggs. Every way a stage can help you, it can help Jiggs more. Brinstar can be an interesting choice as the lava is more likely to KO jiggs at lower percents than you. Dream Land 64 is also a possibility if you want to attempt to survive a 0% Rest -_- Yoshi's Story isn't actually that bad as it destroys Jiggs' god tier recovery but once again you'll have to deal with the whole "Kirby dies at 60%" thing. On the plus side, while you have no immediate advantages from any given stage, you're also rarely at an immediate disadvantage. No stage really favors Jiggs more than Kirby save perhaps DL 64 where she can use her godly recovery to survive everything forever
Stage Picks: None, you'll never be at a great enough advantage. Brinstar, YS and Green Greens are all possibilities if you want to go for low % Kills.
Stage Bans: None really. DL 64 if you want the match to end any time soon though.
Stages to avoid: Big Blue, that place sucks.
Victory Percentages: 30/70(Jiggs Favor)
KirbyKirby Dittos suck, never play them :laugh:
LinkKirby vs Link is a bit of an odd match up because in some respects its actually easier for Kirby than the Y. Link match up. There's two things Kirby can't deal with and that's range and speed. Y.Link has both of those while Link only has range on Kirby and in terms of spam its actually alot more manageable. Link is by no means an easy match up for Kirby but he's by no means an incredibly unwinnable match like say....marth.
Lets get a few things straight though, Link is better than Kirby. His Boomerang and Bombs will allow greater control of the stage and his Nair will rape your face(as thats all kirby has to rape) His ground game is quite a bit better than yours as his tilts have range+Power(not a huge amount of speed though) and his grab range is obviously monstrous, although its far from a safe thing to over use. Your main problem is going to be getting inside of his range as he can easily push you back with spam+sword. Once inside you'll have the ability to do quite alot of damage as Link is heavy and very easily comboed.
Control is a big part of this match and unfortunately, your at a disadvantage. Link has monstrous amounts of range control and is decent at close range. Your best bet is to get in close on one of the laggier aerials or projectiles and try and keep him off balance with fast tilts and quick combos(lol, like Kirby has combos >_

If your having trouble getting inside of the projectiles know that your Bair out prioritizes the Boomerang and try to learn to shield bombs and then catch them as it will give you something to help get inside. Once your inside the projectiles you still have to get inside the sword. Luckily Link is far from the fastest sword user and his tilts are pretty laggy. Your main problem is going to be his Nair. Its fast, high priority and has enough knock back to keep you away. Bair is also quite annoying but slightly easier to avoid. Once you get control, don't let up. Keep pressure on with Ftilts and Utilts->Aerials. Make sure your tech chase game is good and don't let Link escape for anything because once you do, you've lost control of the match.
Normally I'd talk about stage choices here, but unfortunately I know nothing about Link's good/bad stages. I know that anything with a spammable projectile will destroy Kirby on FD. The problem with alot of stages is that Links projectiles are so easily aimable. From above, from below, there's not alot of places you can escape from Bombs/Boomerang, so platforms aren't exactly your savior. Mute City's an interesting choice as the small "main" platform, cars and constant need to stay in the center of the stage can mess with projectile spam. Its also useful for messing with Links recovery, which is always a good thing. The lack of any ability to use tether recover means he's slightly more gimpable. If you can keep directly above him you can Dair him down easily or if he overshoots and your below him, Bair or Uair will ruin him. Don't become too reliant on edgeguards from the stage, Links Up B has good range and the last hit will just send you flying away and put him back in a range'd position. If you can get a good Dtilt opportunity on him, do it, but your usually better off with something avoiding the big, sharp, shiny sword of his.
Back on REAL stages, edge guarding is a little different. The "best" choice would be to abuse the ledge and attempt edge guards while keeping the ledge invincibility. Your best bet will be a ledge fallen Bair but if your playing a stage like FD or Yoshi Story and Link is stage hugging you can opt for a Falling Uair. It will allow you to stage spike Link should he be in front of you or just knock him back should you manage to get inside him. Hold back on the Dairs as much as possible as an Air Dodge->Hookshot will mess you up and put you at a disadvantage.
There are certain things you might want to practice for this match up. Being able to catch bombs is always useful. If your bad at Air Dodge catches or just standing catches, practice Shielding the bomb to make it bounce straight up and catch it then. Swallowcide canceling should be easy assuming you can do it consistently. If not, practice as Link has a rather large window. Avoid copying the arrows, they're useless.
New Info On Link:
Quote (originally posted by Skler):
Link's best stage (in most of his matchups) is Rainbow Cruise. It gives him room to spam with his controlling projectiles, and it let's him abuse his aerial priority. Rainbow Cruise is only not supposed to be used against really fast characters or Young Link. Link can't get CGed here, which is awesome because everyone and their mothers can CG Link.
Link's second best stage (and his best counterpick against the ones he can't fight on Rainbow Cruise) is Fountain of Dreams. It ruins the shffl game of most characters, has giant blast zones and a wall made for the hookshot. Platforms also prevent CGs lasting a long time.
Then it probably goes to Jungle Japes, with a high ceiling, little tricks in the water to move around and platforms that can let Link spam it's a decent stage. Not the best because Link's recovery there is very difficult and he can get gimped by Klap traps while on the hookshot. CGs obviously don't work here for long either.
Battlefield is a solid pick for Link, it has platforms made for uair shffls, is easy enough to recover on while gimping other recoveries and it allows Link enough room to spam. It has about average blast zones, but Link is still pretty heavy.
Dreamland 64 is pretty good against slower characters. It has tons of room for Link to spam, platforms for juggles (although not as good as battlefield's) and giant blast zones. Link usually lives up to about 130% here, and that's only if he's against stupidly powerful characters like Fox or CF. Never take a character that can CG Link here, as it will last forever.
FD is an ok stage if the Link whores nairs like it's their job or they are playing a really slow character. Link has much better stages to pick, so just never pick this one. I wouldn't strike it unless I was playing a CGer though (either this stage or DL64 should be stuck against CGers).
Pokemon stadium is VERY neutral for Link. CGs get stopped by the two low platforms, it has enough room to spam and the changes can either be good or bad depending on the matchup. The main problem is that low ceiling, which makes Link get KOed at unreasonable %s (I think a usmash from Fox can kill Link at 90% even with good DI).
Yoshi's story is a mixed bag of awesome. On one hand, Link stabs through the platforms easily and can get mean juggles that KO pretty well due to the stage's tiny blast zones. The problem is that everyone can do the same to Link, and usually better. At least CGs don't really work here since the platforms are low.
Every other stage is just really bad for Link, a few of them even make his hookshot recovery useless.
Stage Picks:???????
Stage Bans:???????
Stages to Avoid:????????
Victory Percentages: 40/60(Link's Favor)
LuigiBlah, this match up falls in with Marth as what can be considered one of Kirby's worst match ups ever. Its not nearly as unwinnable as the Marth Match Up but its far from enjoyable. Luigi is essentially two different fights, the one on the ground and the one in the air and both are far and away in Luigi's favor. On the ground Luigi is a speed demon with the longest wavedash in the game and a ground speed that rivals Captain Falcon(assuming perfect wavedashes) and he has alot of launchers, be it his Utilt, Dtilt or Usmash. In the air its the opposite, he's slow, floaty but his attacks have priority that almost makes Marth jealous. So yeah, fun stuff, but lets dive right in shall we?
Normally I save stage picks for last, but with Luigi its extremely important what stage you choose. FD is probably your absolute worst choice as are DL 64 and Yoshi Story. Kirby NEEDS platforms to play this match up and FD, without platforms, kills your best hope of winning right off the bat. DL 64 is horrible as it maximizes Luigi's recovery ability and Yoshi Story is Yoshi Story >_> Your going to want to chose a stage with platforms like Battlefield and then camp them like a little pink *****. Stay away from the ground and keep luigi's speed at his slowest. His aerial movement is horrid and your best chance is to play an "Intercept" game by simply staying on platforms then attacking when Luigi leaves the ground and then retreating back to another platform. I can not emphasize enough how bad of an idea it is to attempt to go toe to toe with Luigi on the ground, his approaches are far too good for any of your defensive options and his attacks will lead into his powerful aerials. Other good levels are ones that hinder Lugi's movement abilities like Jungle Japes where you can camp side platforms and actually have a good defensive game or Rainbow Cruise where Luigi has almost no good areas to abuse his movement abilities. Kongo Jungle 64 has its nice little high platforms that can let you play a keep away game with Luigi or possibly Brinstar but its not recommended. Any other stages should be avoided as all of them put you at a large disadvantage against Luigi and you'll have a hard time doing much more than shielding and looking for a few openings.
One of the things that makes luigi so difficult to fight is that his aerial game leaves so few openings. His ability to Short Hop Double Aerial means he that there's no opening after the first aerial. Even worse, his ability to Short hop aerial waveland means that he can pressure a shield quite easily. His Fair and his Bair both easily out prioritize your aerials and his Nair will launch you up for a follow up attack and his Dair has monstrous knock back comparable to Doc's Fair. His wavesmashes are nothing to sneeze at either, his Dsmash has knockback and his Usmash is a low percent launcher. He's a very versitile character and shouldn't be taken lightly. But of course Luigi DOES have his flaws and they should be abused as much as possible. His recovery distance is large but its extremely predictable(barring the occasional misfire) meaning you can take advantage of it. Theres a certain amount of cool down time after Luigi's Forward B and as such you should always be looking for that opening to gimp him. His Up B has NO forward momentum meaning that just a little tap may be enough to keep him from the ledge. He's also slightly easier to Edge Hog as his lack of forward momentum means he cant land on the stage as easily. Luigi also has a very exploitable air weakness. While slow aerial movement is extremely useful for his ground game he has trouble moving up and down meaning that platform camping is one of your best options. Simply stay above Luigi and abuse his inability to easily chase you vertically. However, your movement must stay unpredictable, do not simply move from one platform to another as Luigi's wavelanding will be able to out speed you. If your above, retreat down, if your below, retreat to under a different platform and wait for an opportunity to move up again(as Luigi is coming down) If your playing on Jungle Japes, avoid the middle platform as much as possible. Stay to the right as long as possible and use the river to retreat to the left. Don't worry too much about Luigi's Fireball, its slow, low priority and easy to stop.
Obviously its going to be impossible to only play on stages where you have an advantage, so back on FD(or any other stage where you cant run away and hide) your strategy will be a little different. In any given smash match there's really two places to fight, the center of the stage and the ledge and the choice between where you want to fight is made on whether you want to survive a bit longer or if you want a chance for lower percent kills. This is a match where you really can't get a low percent kill as Luigi is too floaty to knock low enough for a gimp kill, so you'll want to stay as close to the center of the stage as possible. The problem here is that Luigi now has more options as he can Wavedash in and out with complete freedom. Your only real hope to gain control is to knock Weegee off balance with a quick Ftilt or Bair out of shield to slow him back down. From there you have a few choices. If you have the ability a Grab->Uthrow may actually be a good choice as it can put Luigi somewhere he really doesn't want to be, high in the air. You've also got the Utilt which can also put Luigi in the air, but the knock back is rather weak and the damage just isn't as good. However if you can't get an opening for a grab, or your just hoping to catch your opponent off guard, a Utilt is still usable. Once again, your still gonna want to abuse Luigi's slow air speed in this match up, keep him high and attempt to hit him through the lower priority points of his aerials(end of Fair, Dair, any part of the Nair) As an interesting side note, this may in fact be the only match up where the Final Cutter can see some use. Luigi's Recovery is actually so predictable and so exploitable that you can actually use the FC projectile to stop him.
In all honesty, while I hate the idea of this match up, I actually do enjoy it. Its so different and so interesting I just cant help having fun when I play it(even if I am losing v.v) You'll probably find yourself in some odd situations in this match up, but you should always know how to use it to your advantage(or at least not get yourself killed because of it) Stages with platforms are good, but stages with low platforms should be avoided. Pokemon Stadium and FoD have platforms that are low enough for Luigi to easily use to his advantage. Yoshi Story would be another bad stage(NOWAI) Dreamland 64 and Kongo Jungle 64 are good, Battlefield is iffy. FD is an obvious avoid. Pokefloats could actually be a usable Counter Pick, as could Rainbow Cruise. Luigi is a strong character, with few weaknesses, but the weaknesses he DOES have are quite exploitable. Don't assume your in for an easy match even if you are fully prepared, Luigi is just that much stronger than you, but its not unwinable. Also, if t!mmy vs Ka-master taught us anything, its that you should never Swallowcide Weegee on Jungle Japes >.>
Stage Picks: Kongo Jungle 64, Jungle Japes, Dreamland 64
Stage Bans: FD, FoD, Pokemon Stadium
Stages to Avoid: Battlefield
Victory Percent: 25/75(Luigi's favor)
Videos:
http://youtube.com/watch?v=75bn24K3lBohttp://youtube.com/watch?v=dj3jW3MzvEwhttp://youtube.com/watch?v=fLWm7FSUknE