Matchup Summary (Win Condition and Game Plan)
Luigi can turn one Fireball approach, grab, Neutral Air, Down Tilt, or Up B opening into an entire stock, so Zelda cannot afford to play a stationary close-range shield game here. The flip side is that Luigi struggles badly in midrange and has slow horizontal air movement, so once Zelda makes him approach through prepared space, the matchup becomes much easier to control.
That is why Phantom Attack and Din’s Fire are the center of the game plan. Zelda wants Luigi to jump, shield, or overcommit before he ever reaches grab range. The table shows that Jab, tilts, Dash Attack, every smash attack, Neutral B, Side B, Up B (1), and Down B are all heavily punishable by Up B (6f) or another OOS option, so every grounded burst or panic special should cost Luigi hard.
The discipline check is not swinging after every blocked Down Tilt, Neutral Air, Back Air, Up Air, or Zair. Those are the moments where Luigi is trying to keep close-range pressure alive. Instead of forcing a button there, it is more stable to jump back, rebuild Phantom, and punish the slow landing drift with Up Tilt, Up Air, or Up Smash once Luigi has to fall back in.
For kills, center-stage guesses are less reliable than repeated ledge pressure. Luigi’s Side B and Up B routes are linear enough that Din’s Fire, Phantom, and Bair can cover them repeatedly, and if Zelda waits onstage instead of diving recklessly into Cyclone or reversal Up B, the stock usually breaks at the ledge before Luigi ever reaches his preferred scramble.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Zelda OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 2 | -13 |
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| Jab 2 | 3 | -12 |
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| Jab 3 | 6 | -19 |
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| Forward Tilt | 5 | -18 |
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| Up Tilt | 5 | -15 |
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| Down Tilt | 5 | -2 |
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| Dash Attack | 4/8/12/16/25 | -17 |
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| Forward Smash | 12 | -18 |
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| Up Smash | 9 | -20 |
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| Down Smash | 6/14 | -20/-12 |
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| Neutral Air | 3 | -3/-5 |
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| Forward Air | 7 | -9 |
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| Back Air | 6 | -5/-6 |
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| Up Air | 5 | -2/-4 |
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| Down Air | 10 | -8/-8 |
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| Z Air | 14 | -2 |
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| Neutral B | 17 | -17 |
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| Side B | 22 | -23 to -13/-10 |
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| Up B (1) | 8 | -79/-99 |
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| Up B (2) | 6 | ** | ||
| Down B | 10…/40 | -40 |
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| Grab | 14 | — | ||
| Dash Grab | 16 | — | ||
| Pivot Grab | 17 | — |
Win Condition Checklist
- Use Phantom Attack and Din’s Fire to force Luigi to jump or shield before he reaches grab range, and refuse to play a point-blank scramble on his terms.
- After blocking Jab, tilts, Dash Attack, any smash attack, Neutral B, Side B, Up B (1), or Down B, punish immediately with Up B (6f) or another OOS option so Luigi never gets free second chances.
- After blocking Down Tilt, Neutral Air, Back Air, Up Air, or Zair, do not mash back. Reset space with jump-back or another Phantom setup, then punish Luigi’s slow landing drift on the next beat.
- Once Luigi is offstage, lock down the Side B and Up B routes with Din’s Fire, Phantom, and Bair, and finish the stock from ledge control rather than a center-stage gamble.
Actions to Avoid
- Holding shield at point blank and letting Luigi start grab pressure or an Up B threat for free.
- Swinging immediately after every blocked Down Tilt, Neutral Air, Back Air, Up Air, or Zair and feeding the exact close-range scramble Luigi wants.
- Diving too far offstage without accounting for Cyclone or reversal Up B and throwing away a winning ledge situation in one guess.
- Overforcing Lightning Kick or Up B kills in center stage and giving up the midrange control that actually keeps Luigi out.