View Full Version : Jiggs' Ground Game
Linkzrath
07-02-2004, 06:41 PM
We all know Jiggly is great in the air, but what about her ground game? I was watching PuffStuff http://www.angelfire.com/alt/aob and it shows a little bit of Jigglypuff's ground game. I have noticed three useful ground attacks that Jiggs has available:
D-smash: This move rocks. Its range is not very good, but when very close to the edge, it is superb as an edgeguard move. It even spikes a little bit, and its great against people who try to come from below...watch the clip of Andy (Jiggs) vs. Grid (Fox) to see. :O_O:
F-smash: This move works like Fox's/Falco's and Kirby's f-smash: The move forward a little bit, giving it great reach. It is also a great edgeguarder if you're not in the mood to WoP. But the lag at the end could easily be punished, so save this for when you want to knock them off...:chuckle:
U-tilt: A very nice way to begin an aerial combo, where Jiggly shines. Very little lag time, allowing juggles as well. :)
In short, it does seem that most of Jigglypuff's ground game is to set up for her aerial game....
expletivedeleted
07-02-2004, 07:45 PM
Yeah, that's about it.
The only thing I would add is her dash attack. Not something to rely on (not that any of her ground game really is), but it's quick, strong, and not always expected.
Her throws are also fairly good, with the back and forward throws putting your opponent into the air for a good kick, and the up having the capability to setup into rest. Of course, throwing requires grabbing...
As a note on Dsmash, because of the low trajectory the opponent takes when hit (which leads to its pseudo-spike capability), it can be good against fast-fallers and characters with bad vertical recovery. Fox, Falco, and Falcon are all very vulnerable to this, because of their terribly vulnerable recoveries (the Dsmash should almost always force Fox and Falco to use up-B, which means they're as good as dead against Jigglypuff).
I've found the most use for Utilt as a way to combo into rest against fast-fallers. I think Andy does that somewhere in the video. I don't know exactly how well it can be DI'd out of, but against fast-fallers at low percents, unless you're really obvious about it, it should be quick enough that DI won't matter. Someone on these boards also mentioned bair l-cancelled into utilt rest, which should work, although I haven't tried it yet in a real match.
Pimplicious
07-03-2004, 03:50 AM
Up throw into Rest.
Down throw into Rest.
Aerial Pound into Rest.
Ground Pound into Rest.
Up-tilt into Rest.
L-cancelled dair into Rest.
ArC_man
07-04-2004, 03:29 AM
Dash attack is pretty fast, unno about priority but it seems pretty decent... and you really dont have any other moves on the ground to use in a situation where your dashing.. so yea
Neutral a is ok i guess.. you can do a grab right afterwards or something. Dunno about rest (maybe jump into rest? ehh prolly not -.-), maybe u can get it, most likely not... smashes dont seem to work either cause none of em are quick enough
Pound on the ground is ok (not as good as the one in the air tho) you can quickly change directions and it's range is pretty deceptive.
u-tilt combos into rest on any char at low %. for the floatier ones you have to jump, for the fast falling ones you dont need to.
Lunadis
07-08-2004, 12:50 AM
One interesting move I've used to piss off my friend is a wavedash-backwards then forward smash when he approaches with an attack. I've done it to him and many others, but it's funny because it always shools him so badly. :p
It's wavedash is short, put enough to pull off this wonder. ^ ^
Forward-tilt ain't that bad, I've done a few times by reflex and it pulls miraculous combos.
TiRune
07-08-2004, 03:20 AM
err...
neutral A isn't really great on itself, but it's used after an L-canceled aerial to hit ur opponent. I usually just follow up with the second A hit and it works pretty decently. just like every neutral attack, ur opponent will think ur finished so he tries to grab you and u hit them with the next attack. jiggles neutral is pretty basic like that.
forward tilt - used after L-cancelled aerials to creat some space between you and your opponent, it's rather fast and causes some opponents to bounce a bit so you'll have enough time to start a new combo.
utilt - great priority and it's just weak enough to combo with. nuff said :P
dtilt - I don't really use this that often but it has some nice range (like bair, but a little less) which could fool your opponent. it's not that fast though
usmash - pretty fast wind up time and decent power. it's afterwards lag time is a bit bad though, but you could use this to suprise ur opponents when they come from above. it also hit in front of you so this > utilt sometimes
forward smash - Very powerfull and great range, it's just very laggish. I use this often to KO people (Zelda anyone?) at low %s. but if you don't use this on someone in the air or when he's still performing an attack (WD back into smash) ur most likely to get shield grabbed.
down smash- only use tis close to edges, it hits a bit below the edge as well so it's nice for edge gaurding. this expecially kills of fast fallers, but it's strange lag time (the twirl! XD) makes this a rather bad move for using when ur not edge guarding.
Sing = near useless... only use in tournaments when ur a life ahead of ur opponent and he's on high %s, **** go into an infinite sleep when u use this repeatadly then.(still pretty useless since it'd only secure ur victory u already had)
rest = hard to time but jiggles most effective weapon ofcourse. especially against characters like marth, ganon, Falcon who have lag time in their smashes, this is ez to pull off. the comboes which lead into rest are already stated here, so I wont post them again. CC into rest pwns n00b dashin' sheiks btw :P
as you can see, jiggles ground game isn't really too great. that's why ull be hanging in the air most of the time. but against characters like marth and zelda, it's best to stick to the ground like a piece of pink bubblegum. I haven't covered everthing about jiggles ground game (WDing and dash dancing (as with every char) is really helpfull for jiggles). hmm... I almost wrote a whole FAQ here, and it's crap since I just typed it off the top of my head :P
Lunadis
07-08-2004, 03:42 AM
Basicly, I'll summerize all of this.
Purin can do the basics of grounds, but at a limitted standard. You are better off cheesing them with aerial attacks.
TiRune
07-08-2004, 03:47 AM
yeah, something like that. but when ur air game gets a bit predicatble (it happens, honestly o_O). ur ground game can be pretty decent.. jiggles is still 2 slow ont he ground though >.<
Lunadis
07-08-2004, 03:50 AM
You need to evade using your aerial agility, best having them attack then evading or getting to them too fast for them to attack.
The usual "Mind games" is a handy tactic to apply.
TiRune
07-08-2004, 04:07 AM
tell that to Marth's sword >.<
being in the air all the time is not always a viable strategy, as I stated, it rarely happens someone completely owns you when ur doing ur aerials, but some chars have the power to do that (G.dorf, Marth and Sheik (sometimes) mainly)
Lunadis
07-08-2004, 04:15 AM
True, but it works in general.
After Marth does his Forward-Smash you can back up and come back with a kick.
As for his f-air, well, it depends on the skill balance between the Purin and the Marth.
Ganondorf... well yeah that's trouble. But after he's hit he is as good as dead.
Shiek just takes timing.
TiRune
07-08-2004, 04:33 AM
hmm, Marth's usually use tilts against jiggles, not forward smashes. If the Marth is skilled you wont make it with air game alone.
G-dorf is way to ez to WoP, I agree, but he only has to hit jigg 4 times to KO to that should compensate :P. I generally think Jigg > Gdorf though, but as with marth, u won't make it with air alone ;).
I agree with u on sheik, it takes timing, so that means a lot of practicing against sheik, unfortunate enough, there are no sheiks where I live so I can't practice against them >.<. (whenever they do play sheik they get pwned by_ they dash, jigg -> CC into rest).
btw, Marth's forward air against jiggles while Marth is either only moving vertical or backwards is really effective against jiggles. it's not really the skill balance IMO, every math I know can 2x fair and L-cncld Smash. heck, I don't play marth and even I can pull it off on a jiggly :P
Lunadis
07-08-2004, 04:42 PM
I can't explain it but I can do it.
Watch Puffstuff at go up to 1:16 I believe it is. Showing that it takes a well timed Pound to thwart Marth.
TiRune
07-08-2004, 05:11 PM
I can pull it off ofcourse, it's not like jiggs game is completely helpless against marth, but I'll say it again. if the marth knows what he is doing jiggs air games dont work as well as they do against other chars...
I concur greatly with what tirune is saying, jiggles main asset, her air game, is nullified by marth. The match just isnīt fair on jiggs.But I wont give up!!! (too many pounds end up being punished)
Regarding the sheik match up . . . sheik has to play defensive against jiggs to win therefore its usually upto the cleverer player who wins.You just got to wait and be patient. I generally find this match very boring and needles thwart jiggs.
The ganon v jiggs match is even in my opinion. On one hand its easy to wop and rest ganon( especially using pound) but on the other hand ganon can kill jiggs very very easily. More intelligent player generally wins.
Kone
Ratking1234
07-13-2004, 04:50 PM
Originally posted by Kone
Regarding the sheik match up . . . sheik has to play defensive against jiggs to win therefore its usually upto the cleverer player who wins.
Doesn't shieks F-air really hurt jiggly though? and does jiggly out prioritize it with most her arials?
Lunadis
07-13-2004, 11:45 PM
Who knows, but due to Shiek's slow horizontal aerial movement, it's easy to avoid that and then kick with "Jiggs" while Shiek is open.
(that's right, I'll stop killing it Purin)
ArC_man
07-14-2004, 12:07 AM
Sheik's f-air puts a big hurt on everyone. Jigglypuff has insane recovery, so if she's not killed by the f-air, she'll probably survive. You can't really *dodge* the f-air unless you were out of it's range or you were barely in it's range and quickly moved out (it's not like marth's sword.. where you can weave in and out cause it has such long reach). If your in range, the attack's so fast *most definitely* you'll get hit by it no matter what u do. The problem with staying out of reach and countering against sheik is that she attacks so fast and recovers so fast, you won't have much of a chance to attack. I agree w/ kone on this matchup, it's hella boring (plus a lot of people i play against switch to zelda against puff... -.-). I'm pretty sure jigglypuff has better priority in the air than sheik, dunno... someone correct me if im wrong.
Against marth fighting over full jump height is dangerous IMHO. You have to play more of a shield game against marth and WoP from your shield. I think nice vids that show this are Kip's matches against PC chris's marth (kip has a sexy WoP XD)
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