Jiggs
Go ^_^
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
75:25 is a lot. That's like instant ****. 70:30 is reasonable. 70:30 has been the protocol for most characters that cannot subdue Marth's range game.Eh, I'd call it 75:25 at least. If not because Marth completely out-ranges and out prioritizes jiggs and that jiggs is incredibly light(and aerial mobility or not, she can't weave between Marth's aerials with attacks if they're spaced properly), then the extra 5 points go for the hilarious death that results from a broken shield and the complete demoralization from it =]
I agree with everything but the last 4 lines of what you wrote. Its more like 60-40 55-45. Amd although Jigglypuff doesn't have that many options, she can use them in a myriad of ways... And its true, if you under-estimate her, its a Jigglypuff advantage. Otherwise, Marth does have a slight to moderate advantage.K, so I actually have a not bad Jiggs and know this match up pretty well.
In theory, Marth could basically use jab the entire match and keep Jiggs out. HOWEVER, Jiggs is ranked #1 in aerial mobility. She can weave in and out to try and get inside your sword.
Her fair and bair are quick, though with not so good range and not so good priority. Expect these to be the main approaches. Her pound will probably be used more in this match up than others. It lasts forever, has good range and great priority. This is one of her best methods to get inside.
If she lands a rest, it will be either after a missed up b or a drill > rest. You probably shouldn't be getting hit by the drill in the first place though, and if you do you can just smash DI out. Rest isn't too good in this game but can kill Marth around 80% i believe.
Her rollout is good in this game, if there is a platform just hop on it. Don't try to counter it, she can roll right past your counter attack and then hit you in the back. Your shield breaker can out prioritize it i believe and dtilt clashes with it.
But those are all jiggs' options pretty much, Marth basically dominates the fight because of his range and can kill her very early. Don't underestimate her though or you will probably get owned due to a lack of match up experience.
Probably 70:30.
I agree on that, but jiggs is much lighter than people we've marked in 70:30 match-ups. The 70:30 match-ups were kirby and luigi. Kirby had more options than jiggs and was even a bit heavier. Luigi is definitely heavier than Marth, has fireballs(even if they are pretty useless usually), and honestly could most likely travel a similar distance jiggs could with his recovery tactics. Kirby has more kill moves and more reliable ways for racking up damage than jiggs as well. I personally think jiggs has it worse off than our typical 70:30 match-ups. Her largest advantages are her multiple jumps and aerial mobility. Aerial mobility means she can(with quite a degree of difficulty) weave through Marth's ground game(or most of it).75:25 is a lot. That's like instant ****. 70:30 is reasonable. 70:30 has been the protocol for most characters that cannot subdue Marth's range game.
Except for pound and Jigglypuff can juggle marth fairly well. A good uair beats his dair and pound and bair weaving can beat a Marth fairly well. Rather defenseless if a ways off the stage, he can be edgeguarded. And also, rollout is rather effective against an unsuspecting Marth although will lose if it is anticipated slightly.WHAT? lol
This match is no where NEAR even.
Please explain how a character with less tools, range, priority, weight and power etc can compete with a character who clearly outclasses her in every aspect of this game except aerial mobility?
LOL. Not even close. The Marth matchup is only a slight to moderate advantage to Marth, not a strong advantage. I know as both a Jigglypuff and Marth main (meaning in this matchup I am probably the least biased). Game and Watch, Falco and Olimar are the only ones that exceed 70-30 or are 70-30. Falco is around 70-30, Olimar 80-20, and G&W 90-10.I agree on that, but jiggs is much lighter than people we've marked in 70:30 match-ups. The 70:30 match-ups were kirby and luigi. Kirby had more options than jiggs and was even a bit heavier. Luigi is definitely heavier than Marth, has fireballs(even if they are pretty useless usually), and honestly could most likely travel a similar distance jiggs could with his recovery tactics. Kirby has more kill moves and more reliable ways for racking up damage than jiggs as well. I personally think jiggs has it worse off than our typical 70:30 match-ups. Her largest advantages are her multiple jumps and aerial mobility. Aerial mobility means she can(with quite a degree of difficulty) weave through Marth's ground game(or most of it).
I would stand by 75:25 Marth.
and lol at illinialex
Okay then, but tell me...Except for pound and Jigglypuff can juggle marth fairly well. A good uair beats his dair and pound and bair weaving can beat a Marth fairly well. Rather defenseless if a ways off the stage, he can be edgeguarded. And also, rollout is rather effective against an unsuspecting Marth although will lose if it is anticipated slightly.
LOL. Not even close. The Marth matchup is only a slight to moderate advantage to Marth, not a strong advantage. I know as both a Jigglypuff and Marth main (meaning in this matchup I am probably the least biased). Game and Watch, Falco and Olimar are the only ones that exceed 70-30 or are 70-30. Falco is around 70-30, Olimar 80-20, and G&W 90-10.
Right, the opening is pound. The trick is to weave pound well and I know you can't bair unless you get an opening. The trick is to bait him and in between attacks bair and bait him with pound sometimes. Its a much poundier matchup but if Jigglypuff is stuck on the ground next to Marth, she's a goner at high percentages.Okay then, but tell me...
how do you get into Marth's range?
You can't juggle if you cannot find an opening, this is true for anyone.
Actually, this is the trick, a well timed rollout doesn't get counter. If you turn around when he uses counter, you go through the counter unharmed and hit them the way back as long as they don't shield (which generally is a perfect shield from my experience). Also, if you go at full speed it doesn't get hit. Another trick is to roll back before going towards them, so they counter and you punish them during the ending lag.....
This is more than I expected. I don't know, Counter her rollout?
Think about it. I really agree with Steel on a lot of these things. How many good tools will she use to get inside your spacing? How about fast enough attacks to punish quickly and adjust to what will happen next?
WTF? Pound is REALLY unsafe. That gets shielded and Jiggs either gets shield grabbed or up b'd. If you think that will be Jiggs' main approach then she will get ***** hard.Right, the opening is pound. The trick is to weave pound well and I know you can't bair unless you get an opening. The trick is to bait him and in between attacks bair and bait him with pound sometimes. Its a much poundier matchup but if Jigglypuff is stuck on the ground next to Marth, she's a goner at high percentages.
If you hit a pound, then either bair chain them from there, land and grab at low percentages (fake an attack with a jump first so they can't attack when they land), or force them up and sneak in the side or rising pound. Its a little bit mindgamey but not that much, the trick is just to exploit the weak points of Marth's air game.
Actually, this is the trick, a well timed rollout doesn't get counter. If you turn around when he uses counter, you go through the counter unharmed and hit them the way back as long as they don't shield (which generally is a perfect shield from my experience). Also, if you go at full speed it doesn't get hit. Another trick is to roll back before going towards them, so they counter and you punish them during the ending lag.
actually not true jiggz will wait until you do the f-air then come and hit you out while you're laggingAlso while Jiggs is good at edgeguarding, Marth can avoid it by just using a fair to hit her back out.
My sig is top tier, yes.Marth has an advantage 70:30. Why? Jiggz isnt very good. That is all.
EDIT: Steel, your sig is hot and I feel like a pedo now for saying that.
No, it couldn't. Against a Snake pound will fall to his U-tilt and amazing other moves, and against a good spacing G&W, you stand no chance, but against a Marth its very effective. And what I mean by pounding is not just using pound, but bairing once for the approach, if they go to the air, pound, if the stay on the ground bair then pound (unless they are holding shield in which case bair). If you hit a pound, juggle the Marth with bairs. Also, when the Marth is approaching you, fair him. Just space it so there is a low risk of shieldgrab and if you sourspot it, you have choices. Also, if you godforbid land near the ground near Marth but the Marth is ending lag, dair him and you can do this a ways away. However, it is risky because his U-tilt will kill.Well Marth probably will beat Jiggs 70 times out of 100 in theory. He's just a much better character with much better tools. Your argument for pound could be used for almost every character, which means Jiggs would be at least mid-high tier. But she just isn't a very good character.
Marth has a freaking sword.
You have to roll if you are playing as a Jigglypuff against a Marth. You never want to land near one unless you've sourspotted a fair near the ground. Then you want to F-tilt, grab, or F-smash if unsuspecting. And you play __G__, so you play a good Jigglypuff.actually not true jiggz will wait until you do the f-air then come and hit you out while you're lagging
honestly against defensive/roll-dodge ***** ones this is 6:4 but against others its 7:3 (I've played 5-6 different ones in tourney for some reason I get matched up against jiggs a lot)