Min Min vs Luigi

Luigi Matchup (Min Min)

Min Min vs Luigi

Min Min vs Luigi is about denying entry before grab range ever starts, then turning stage control into ledge pressure where Luigi's recovery becomes much easier to read.

This page is not in your favorites.

Matchup Summary (Win Condition and Game Plan)

This matchup is controlled by whether Min Min can keep Luigi out of grab range in the first place. If the spacing stays intact, Min Min’s arm reach and stage control are overwhelming; if Luigi gets one clean close-range start with grab, nair, or up B pressure, the stock can flip immediately. The goal is not to beat Luigi in a scramble, but to deny the scramble from ever fully starting.
The frame table shows jab 1-3, ftilt, utilt, dash attack, the smash attacks, neutral B, side B, up B (1), and down B are all punishable by Up Smash (8f), Grab (10f), OOS Uair (10f), OOS Nair (11f), or Up B (12f). By contrast, dtilt, nair, bair, uair, and zair are poor shield-punish targets, so Min Min should not rely on blocking at close range and trying to win after Luigi is already in.
The real win condition is to vary arm height and rhythm enough that Luigi never gets the same entry twice. Grounded arm coverage for dash and low approaches, Up Smash and uair for jumps, and occasional fireball reflection all matter because Luigi’s advance gets much stronger once he can walk behind the projectile and force respect.
Once Luigi is offstage, Min Min should usually stay disciplined on ledge rather than dive. Luigi’s up B and side B routes are far easier to cover from stage than from a deep chase, and Min Min’s own recovery should not be put at risk when the ledge trap already does the job.

Full Move Frame Quick Reference

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

Win Condition Checklist

  • Prioritize denying grab range entirely by mixing arm timing and height against dash, jump, and post-fireball advance.
  • After blocking jab 1-3, ftilt, utilt, dash attack, the smash attacks, neutral B, side B, up B (1), or down B, punish with Up Smash (8f), Grab (10f), OOS Uair (10f), OOS Nair (11f), or Up B (12f).
  • Treat dtilt, nair, bair, uair, and zair as low-commitment entry tools to re-wall in front of rather than forcing shield punishes that keep you in the scramble.
  • Mix in Up Smash reflection on Fireball often enough that Luigi cannot use it as a free marching tool.
  • Once Luigi is offstage, cover ledge rise options in sequence and cash out there instead of overextending deep offstage.

Actions to Avoid

  • Repeating the same arm height and rhythm until Luigi can jump or shield-walk through it on timing.
  • Letting Luigi get close, then trying to brawl back with large arm swings inside his grab and up B range.
  • Forcing shield punishes on dtilt, nair, bair, uair, or zair and turning the matchup into an extended close-range scramble.
  • Chasing too deep offstage and giving up the safer ledge trap while exposing Min Min’s own recovery.

Reference Links

Related Pages