Ken vs Luigi

Luigi Matchup (Ken)

Ken vs Luigi

In Ken vs Luigi, the key is denying the low-percent grab starter and Up B reversals first, then converting the first push to ledge into stable corner pressure instead of dragging out raw point-blank brawls.

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Matchup Summary (Win Condition and Game Plan)

Both characters can explode a stock once they get point-blank, but Luigi’s most dangerous win condition is still the low-percent grab starter plus Up B reversal threat, so Ken cannot treat every close situation as a free brawl. Early in the stock especially, lingering in shield or autopiloting grounded pressure creates exactly the kind of sequence Luigi wants to steal the game with.
The full table shows that Jab 1-3, Forward Tilt, Up Tilt, Dash Attack, all smashes, Forward Air, Back Air, Down Air, Neutral B, Side B, Up B (1), and Down B are all clearly punishable with Up B (5f), with Up Smash, Grab, and OOS Uair helping as well. The flip side is that Down Tilt, Neutral Air, Up Air, and Zair are mostly safe enough that forcing a punish there often just hands Luigi another grab or Up B guess. Those are better handled by resetting spacing and whiff-punishing the next move.
The win condition is using Hadoken and walk pressure to make Luigi’s approach less clean, taking stage first from a whiff punish or guaranteed punish, and then pushing him all the way to ledge where Ken’s small-hit confirms and Shoryuken routes become much stronger. Luigi’s midrange and recovery routes are both more readable than his point-blank burst game, so cornering him matters more than endlessly scrapping in center.
The trap is overcommitting offstage. Ken’s own recovery is the weaker one, and Luigi can still force awkward reversals with Cyclone or Side B. Stocks are more stable through ledge hold, grounded confirms, and Shoryuken finishes than through repeated offstage guesses.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldKen OOS Candidate MovesBarely Missed Moves
Jab 12-13
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Jab 23-12
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Jab 36-19
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Forward Tilt5-18
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Up Tilt5-15
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Down Tilt5-2
  • None
  • Up B (+3)
Dash Attack4/8/12/16/25-17
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Forward Smash12-18
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Up Smash9-20
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Down Smash6/14-20/-12
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Neutral Air3-3/-5
  • None
  • Up B (+2)
Forward Air7-9
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (+1)
  • OOS Bair (+2)
  • OOS Dair (+2)
  • OOS Fair (+2)
Back Air6-5/-6
  • Up B (5f)
  • OOS Uair (+3)
Up Air5-2/-4
  • None
  • Up B (+3)
Down Air10-8/-8
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (+1)
  • Up Smash (+1)
  • Grab (+2)
  • OOS Bair (+3)
  • OOS Dair (+3)
  • OOS Fair (+3)
Z Air14-2
  • None
  • Up B (+3)
Neutral B17-17
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Side B22-23 to -13/-10
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (+1)
  • OOS Dair (+1)
  • OOS Fair (+1)
Up B (1)8-79/-99
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Up B (2)6**
Down B10…/40-40
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Grab14
Dash Grab16
Pivot Grab17

Win Condition Checklist

  • At low percent especially, avoid long shield pauses and careless landings so Luigi’s grab starter and Up B reversal do not get to dictate the stock.
  • When you block Jab 1, Jab 2, Jab 3, Forward Tilt, Up Tilt, Dash Attack, any smash, Forward Air, Back Air, Down Air, Neutral B, Side B, Up B (1), or Down B, punish with Up B (5f) first and confirm whether Up Smash, Grab, or Uair is stronger.
  • Do not force shield punishes on Down Tilt, Neutral Air, Up Air, or Zair. Use walk and Hadoken to make Luigi approach again, then whiff-punish the next commitment.
  • Once you gain stage, do not let him escape back to center. Keep corner pressure going with light confirms, frame traps, and ledge control until Shoryuken becomes the clean finish.
  • Offstage, stay measured and kill from ledge control by watching where Side B and Up B must appear instead of chasing too deep.

Actions to Avoid

  • Sitting in shield early and volunteering for Luigi’s grab or Up B two-way mix before you have even established stage control.
  • Missing clear punishes on the jab string, Dash Attack, the smash attacks, Side B, Up B (1), or Down B and letting Luigi’s heavy close-range bets go unanswered.
  • Swinging back after every Down Tilt, Neutral Air, Up Air, or Zair and feeding Luigi more guesses in spots that are mostly safe.
  • Chasing too deep offstage and turning Ken’s own weak recovery into the real risk instead of holding the stronger ledge position.

Reference Links

Related Pages